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Diffstat (limited to 'render_povray/render.py')
-rw-r--r--render_povray/render.py1919
1 files changed, 1919 insertions, 0 deletions
diff --git a/render_povray/render.py b/render_povray/render.py
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+# ##### BEGIN GPL LICENSE BLOCK #####
+#
+# This program is free software; you can redistribute it and/or
+# modify it under the terms of the GNU General Public License
+# as published by the Free Software Foundation; either version 2
+# of the License, or (at your option) any later version.
+#
+# This program is distributed in the hope that it will be useful,
+# but WITHOUT ANY WARRANTY; without even the implied warranty of
+# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+# GNU General Public License for more details.
+#
+# You should have received a copy of the GNU General Public License
+# along with this program; if not, write to the Free Software Foundation,
+# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+#
+# ##### END GPL LICENSE BLOCK #####
+
+# <pep8 compliant>
+
+import bpy
+import subprocess
+import os
+import sys
+import time
+from math import atan, pi, degrees, sqrt
+
+##############################SF###########################
+##############find image texture
+
+
+def splitExt(path):
+ dotidx = path.rfind(".")
+ if dotidx == -1:
+ return path, ""
+ else:
+ return path[dotidx:].upper().replace(".", "")
+
+
+def imageFormat(imgF):
+ ext = ""
+ ext_orig = splitExt(imgF)
+ if ext_orig == 'JPG' or ext_orig == 'JPEG':
+ ext = "jpeg"
+ elif ext_orig == 'GIF':
+ ext = "gif"
+ elif ext_orig == 'TGA':
+ ext = "tga"
+ elif ext_orig == 'IFF':
+ ext = "iff"
+ elif ext_orig == 'PPM':
+ ext = "ppm"
+ elif ext_orig == 'PNG':
+ ext = "png"
+ elif ext_orig == 'SYS':
+ ext = "sys"
+ elif ext_orig in ('TIFF', 'TIF'):
+ ext = "tiff"
+ elif ext_orig == 'EXR':
+ ext = "exr" # POV3.7 Only!
+ elif ext_orig == 'HDR':
+ ext = "hdr" # POV3.7 Only! --MR
+
+ print(imgF)
+ if not ext:
+ print(" WARNING: texture image format not supported ") # % (imgF , "")) #(ext_orig)))
+
+ return ext
+
+
+def imgMap(ts):
+ image_map = ""
+ if ts.mapping == 'FLAT':
+ image_map = "map_type 0 "
+ elif ts.mapping == 'SPHERE':
+ image_map = "map_type 1 " # map_type 7 in megapov
+ elif ts.mapping == 'TUBE':
+ image_map = "map_type 2 "
+ #elif ts.mapping=="?":
+ # image_map = " map_type 3 " # map_type 3 and 4 in development (?) for POV-Ray, currently they just seem to default back to Flat (type 0)
+ #elif ts.mapping=="?":
+ # image_map = " map_type 4 " # map_type 3 and 4 in development (?) for POV-Ray, currently they just seem to default back to Flat (type 0)
+ if ts.texture.use_interpolation:
+ image_map += " interpolate 2 "
+ if ts.texture.extension == 'CLIP':
+ image_map += " once "
+ #image_map += "}"
+ #if ts.mapping=='CUBE':
+ # image_map+= "warp { cubic } rotate <-90,0,180>" # no direct cube type mapping. Though this should work in POV 3.7 it doesn't give that good results(best suited to environment maps?)
+ #if image_map == "":
+ # print(" No texture image found ")
+ return image_map
+
+
+def imgMapBG(wts):
+ image_mapBG = ""
+ if wts.texture_coords == 'VIEW':
+ image_mapBG = " map_type 0 " # texture_coords refers to the mapping of world textures
+ elif wts.texture_coords == 'ANGMAP':
+ image_mapBG = " map_type 1 "
+ elif wts.texture_coords == 'TUBE':
+ image_mapBG = " map_type 2 "
+
+ if wts.texture.use_interpolation:
+ image_mapBG += " interpolate 2 "
+ if wts.texture.extension == 'CLIP':
+ image_mapBG += " once "
+ #image_mapBG += "}"
+ #if wts.mapping == 'CUBE':
+ # image_mapBG += "warp { cubic } rotate <-90,0,180>" # no direct cube type mapping. Though this should work in POV 3.7 it doesn't give that good results(best suited to environment maps?)
+ #if image_mapBG == "":
+ # print(" No background texture image found ")
+ return image_mapBG
+
+
+def splitFile(path):
+ idx = path.rfind("/")
+ if idx == -1:
+ idx = path.rfind("\\")
+ return path[idx:].replace("/", "").replace("\\", "")
+
+
+def splitPath(path):
+ idx = path.rfind("/")
+ if idx == -1:
+ return path, ""
+ else:
+ return path[:idx]
+
+
+def findInSubDir(filename, subdirectory=""):
+ pahFile = ""
+ if subdirectory:
+ path = subdirectory
+ else:
+ path = os.getcwd()
+ try:
+ for root, dirs, names in os.walk(path):
+ if filename in names:
+ pahFile = os.path.join(root, filename)
+ return pahFile
+ except OSError:
+ return ""
+
+
+def path_image(image):
+ import os
+ fn = bpy.path.abspath(image)
+ fn_strip = os.path.basename(fn)
+ if not os.path.isfile(fn):
+ fn = findInSubDir(splitFile(fn), splitPath(bpy.data.filepath))
+ fn = os.path.realpath(fn)
+ return fn
+
+##############end find image texture
+
+
+def splitHyphen(name):
+ hyphidx = name.find("-")
+ if hyphidx == -1:
+ return name
+ else:
+ return name[:].replace("-", "")
+
+
+def safety(name, Level):
+ # safety string name material
+ #
+ # Level=1 is for texture with No specular nor Mirror reflection
+ # Level=2 is for texture with translation of spec and mir levels for when no map influences them
+ # Level=3 is for texture with Maximum Spec and Mirror
+
+ try:
+ if int(name) > 0:
+ prefix = "shader"
+ except:
+ prefix = ""
+ prefix = "shader_"
+ name = splitHyphen(name)
+ if Level == 2:
+ return prefix + name
+ elif Level == 1:
+ return prefix + name + "0" # used for 0 of specular map
+ elif Level == 3:
+ return prefix + name + "1" # used for 1 of specular map
+
+
+##############end safety string name material
+##############################EndSF###########################
+
+
+tabLevel = 0
+
+
+def write_pov(filename, scene=None, info_callback=None):
+ import mathutils
+ #file = filename
+ file = open(filename, "w")
+
+ # Only for testing
+ if not scene:
+ scene = bpy.data.scenes[0]
+
+ render = scene.render
+ world = scene.world
+ global_matrix = mathutils.Matrix.Rotation(-pi / 2.0, 4, 'X')
+
+ def setTab(tabtype, spaces):
+ TabStr = ""
+ if tabtype == '0':
+ TabStr = ""
+ elif tabtype == '1':
+ TabStr = "\t"
+ elif tabtype == '2':
+ TabStr = spaces * " "
+ return TabStr
+
+ tab = setTab(scene.pov_indentation_character, scene.pov_indentation_spaces)
+
+ def tabWrite(str_o):
+ if not scene.pov_tempfiles_enable:
+ global tabLevel
+ brackets = str_o.count("{") - str_o.count("}") + str_o.count("[") - str_o.count("]")
+ if brackets < 0:
+ tabLevel = tabLevel + brackets
+ if tabLevel < 0:
+ print("Indentation Warning: tabLevel = %s" % tabLevel)
+ tabLevel = 0
+ if tabLevel >= 1:
+ file.write("%s" % tab * tabLevel)
+ file.write(str_o)
+ if brackets > 0:
+ tabLevel = tabLevel + brackets
+ else:
+ file.write(str_o)
+
+ def uniqueName(name, nameSeq):
+
+ if name not in nameSeq:
+ name = splitHyphen(name)
+ return name
+
+ name_orig = name
+ i = 1
+ while name in nameSeq:
+ name = "%s_%.3d" % (name_orig, i)
+ i += 1
+ name = splitHyphen(name)
+ return name
+
+ def writeMatrix(matrix):
+ tabWrite("matrix <%.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f>\n" %\
+ (matrix[0][0], matrix[0][1], matrix[0][2], matrix[1][0], matrix[1][1], matrix[1][2], matrix[2][0], matrix[2][1], matrix[2][2], matrix[3][0], matrix[3][1], matrix[3][2]))
+
+ def writeObjectMaterial(material, ob):
+
+ # DH - modified some variables to be function local, avoiding RNA write
+ # this should be checked to see if it is functionally correct
+
+ if material: # and material.transparency_method == 'RAYTRACE': # Commented out: always write IOR to be able to use it for SSS, Fresnel reflections...
+ # But there can be only one!
+ if material.subsurface_scattering.use: # SSS IOR get highest priority
+ tabWrite("interior {\n")
+ tabWrite("ior %.6f\n" % material.subsurface_scattering.ior)
+ elif material.pov_mirror_use_IOR: # Then the raytrace IOR taken from raytrace transparency properties and used for reflections if IOR Mirror option is checked
+ tabWrite("interior {\n")
+ tabWrite("ior %.6f\n" % material.raytrace_transparency.ior)
+ else:
+ tabWrite("interior {\n")
+ tabWrite("ior %.6f\n" % material.raytrace_transparency.ior)
+
+ pov_fake_caustics = False
+ pov_photons_refraction = False
+ pov_photons_reflection = False
+
+ if material.pov_photons_reflection:
+ pov_photons_reflection = True
+ if material.pov_refraction_type == "0":
+ pov_fake_caustics = False
+ pov_photons_refraction = False
+ elif material.pov_refraction_type == "1":
+ pov_fake_caustics = True
+ pov_photons_refraction = False
+ elif material.pov_refraction_type == "2":
+ pov_fake_caustics = False
+ pov_photons_refraction = True
+
+ #If only Raytrace transparency is set, its IOR will be used for refraction, but user can set up 'un-physical' fresnel reflections in raytrace mirror parameters.
+ #Last, if none of the above is specified, user can set up 'un-physical' fresnel reflections in raytrace mirror parameters. And pov IOR defaults to 1.
+ if material.pov_caustics_enable:
+ if pov_fake_caustics:
+ tabWrite("caustics %.3g\n" % material.pov_fake_caustics_power)
+ if pov_photons_refraction:
+ tabWrite("dispersion %.3g\n" % material.pov_photons_dispersion) # Default of 1 means no dispersion
+ #TODO
+ # Other interior args
+ if material.use_transparency and material.transparency_method == 'RAYTRACE':
+ # fade_distance
+ # In Blender this value has always been reversed compared to what tooltip says. 100.001 rather than 100 so that it does not get to 0
+ # which deactivates the feature in POV
+ tabWrite("fade_distance %.3g\n" % (100.001 - material.raytrace_transparency.depth_max))
+ # fade_power
+ tabWrite("fade_power %.3g\n" % material.raytrace_transparency.falloff)
+ # fade_color
+ tabWrite("fade_color <%.3g, %.3g, %.3g>\n" % material.pov_interior_fade_color[:])
+
+ # (variable) dispersion_samples (constant count for now)
+ tabWrite("}\n")
+ if not ob.pov_collect_photons:
+ tabWrite("photons{collect off}\n")
+
+ if pov_photons_refraction or pov_photons_reflection:
+ tabWrite("photons{\n")
+ tabWrite("target\n")
+ if pov_photons_refraction:
+ tabWrite("refraction on\n")
+ if pov_photons_reflection:
+ tabWrite("reflection on\n")
+ tabWrite("}\n")
+
+ materialNames = {}
+ DEF_MAT_NAME = "Default"
+
+ def writeMaterial(material):
+ # Assumes only called once on each material
+ if material:
+ name_orig = material.name
+ else:
+ name_orig = DEF_MAT_NAME
+
+ name = materialNames[name_orig] = uniqueName(bpy.path.clean_name(name_orig), materialNames)
+ comments = scene.pov_comments_enable
+
+ ##################Several versions of the finish: Level conditions are variations for specular/Mirror texture channel map with alternative finish of 0 specular and no mirror reflection
+ # Level=1 Means No specular nor Mirror reflection
+ # Level=2 Means translation of spec and mir levels for when no map influences them
+ # Level=3 Means Maximum Spec and Mirror
+
+ def povHasnoSpecularMaps(Level):
+ if Level == 1:
+ tabWrite("#declare %s = finish {" % safety(name, Level=1))
+ if not scene.pov_tempfiles_enable and comments:
+ file.write(" //No specular nor Mirror reflection\n")
+ else:
+ tabWrite("\n")
+ elif Level == 2:
+ tabWrite("#declare %s = finish {" % safety(name, Level=2))
+ if not scene.pov_tempfiles_enable and comments:
+ file.write(" //translation of spec and mir levels for when no map influences them\n")
+ else:
+ tabWrite("\n")
+ elif Level == 3:
+ tabWrite("#declare %s = finish {" % safety(name, Level=3))
+ if not scene.pov_tempfiles_enable and comments:
+ file.write(" //Maximum Spec and Mirror\n")
+ else:
+ tabWrite("\n")
+
+ if material:
+ #POV-Ray 3.7 now uses two diffuse values respectively for front and back shading (the back diffuse is like blender translucency)
+ frontDiffuse = material.diffuse_intensity
+ backDiffuse = material.translucency
+
+ if material.pov_conserve_energy:
+
+ #Total should not go above one
+ if (frontDiffuse + backDiffuse) <= 1.0:
+ pass
+ elif frontDiffuse == backDiffuse:
+ frontDiffuse = backDiffuse = 0.5 # Try to respect the user's 'intention' by comparing the two values but bringing the total back to one
+ elif frontDiffuse > backDiffuse: # Let the highest value stay the highest value
+ backDiffuse = min(backDiffuse, (1.0 - frontDiffuse)) # clamps the sum below 1
+ else:
+ frontDiffuse = min(frontDiffuse, (1.0 - backDiffuse))
+
+ # map hardness between 0.0 and 1.0
+ roughness = ((1.0 - ((material.specular_hardness - 1.0) / 510.0)))
+ ## scale from 0.0 to 0.1
+ roughness *= 0.1
+ # add a small value because 0.0 is invalid
+ roughness += (1.0 / 511.0)
+
+ #####################################Diffuse Shader######################################
+ # Not used for Full spec (Level=3) of the shader
+ if material.diffuse_shader == 'OREN_NAYAR' and Level != 3:
+ tabWrite("brilliance %.3g\n" % (0.9 + material.roughness)) # blender roughness is what is generally called oren nayar Sigma, and brilliance in POV-Ray
+
+ if material.diffuse_shader == 'TOON' and Level != 3:
+ tabWrite("brilliance %.3g\n" % (0.01 + material.diffuse_toon_smooth * 0.25))
+ frontDiffuse *= 0.5 # Lower diffuse and increase specular for toon effect seems to look better in POV-Ray
+
+ if material.diffuse_shader == 'MINNAERT' and Level != 3:
+ #tabWrite("aoi %.3g\n" % material.darkness)
+ pass # let's keep things simple for now
+ if material.diffuse_shader == 'FRESNEL' and Level != 3:
+ #tabWrite("aoi %.3g\n" % material.diffuse_fresnel_factor)
+ pass # let's keep things simple for now
+ if material.diffuse_shader == 'LAMBERT' and Level != 3:
+ tabWrite("brilliance 1.8\n") # trying to best match lambert attenuation by that constant brilliance value
+
+ if Level == 2:
+ ####################################Specular Shader######################################
+ if material.specular_shader == 'COOKTORR' or material.specular_shader == 'PHONG': # No difference between phong and cook torrence in blender HaHa!
+ tabWrite("phong %.3g\n" % (material.specular_intensity))
+ tabWrite("phong_size %.3g\n" % (material.specular_hardness / 2 + 0.25))
+
+ elif material.specular_shader == 'BLINN': # POV-Ray 'specular' keyword corresponds to a Blinn model, without the ior.
+ tabWrite("specular %.3g\n" % (material.specular_intensity * (material.specular_ior / 4.0))) # Use blender Blinn's IOR just as some factor for spec intensity
+ tabWrite("roughness %.3g\n" % roughness)
+ #Could use brilliance 2(or varying around 2 depending on ior or factor) too.
+
+ elif material.specular_shader == 'TOON':
+ tabWrite("phong %.3g\n" % (material.specular_intensity * 2))
+ tabWrite("phong_size %.3g\n" % (0.1 + material.specular_toon_smooth / 2)) # use extreme phong_size
+
+ elif material.specular_shader == 'WARDISO':
+ tabWrite("specular %.3g\n" % (material.specular_intensity / (material.specular_slope + 0.0005))) # find best suited default constant for brilliance Use both phong and specular for some values.
+ tabWrite("roughness %.4g\n" % (0.0005 + material.specular_slope / 10.0)) # find best suited default constant for brilliance Use both phong and specular for some values.
+ tabWrite("brilliance %.4g\n" % (1.8 - material.specular_slope * 1.8)) # find best suited default constant for brilliance Use both phong and specular for some values.
+
+ #########################################################################################
+ elif Level == 1:
+ tabWrite("specular 0\n")
+ elif Level == 3:
+ tabWrite("specular 1\n")
+ tabWrite("diffuse %.3g %.3g\n" % (frontDiffuse, backDiffuse))
+
+ tabWrite("ambient %.3g\n" % material.ambient)
+ #tabWrite("ambient rgb <%.3g, %.3g, %.3g>\n" % tuple([c*material.ambient for c in world.ambient_color])) # POV-Ray blends the global value
+ tabWrite("emission %.3g\n" % material.emit) # New in POV-Ray 3.7
+
+ #tabWrite("roughness %.3g\n" % roughness) #POV-Ray just ignores roughness if there's no specular keyword
+
+ if material.pov_conserve_energy:
+ tabWrite("conserve_energy\n") # added for more realistic shading. Needs some checking to see if it really works. --Maurice.
+
+ # 'phong 70.0 '
+ if Level != 1:
+ if material.raytrace_mirror.use:
+ raytrace_mirror = material.raytrace_mirror
+ if raytrace_mirror.reflect_factor:
+ tabWrite("reflection {\n")
+ tabWrite("rgb <%.3g, %.3g, %.3g>" % material.mirror_color[:])
+ if material.pov_mirror_metallic:
+ tabWrite("metallic %.3g" % (raytrace_mirror.reflect_factor))
+ if material.pov_mirror_use_IOR: # WORKING ?
+ tabWrite("fresnel 1 ") # Removed from the line below: gives a more physically correct material but needs proper IOR. --Maurice
+ tabWrite("falloff %.3g exponent %.3g} " % (raytrace_mirror.fresnel, raytrace_mirror.fresnel_factor))
+
+ if material.subsurface_scattering.use:
+ subsurface_scattering = material.subsurface_scattering
+ tabWrite("subsurface { <%.3g, %.3g, %.3g>, <%.3g, %.3g, %.3g> }\n" % (
+ sqrt(subsurface_scattering.radius[0]) * 1.5,
+ sqrt(subsurface_scattering.radius[1]) * 1.5,
+ sqrt(subsurface_scattering.radius[2]) * 1.5,
+ 1.0 - subsurface_scattering.color[0],
+ 1.0 - subsurface_scattering.color[1],
+ 1.0 - subsurface_scattering.color[2],
+ )
+ )
+
+ if material.pov_irid_enable:
+ tabWrite("irid { %.4g thickness %.4g turbulence %.4g }" % (material.pov_irid_amount, material.pov_irid_thickness, material.pov_irid_turbulence))
+
+ else:
+ tabWrite("diffuse 0.8\n")
+ tabWrite("phong 70.0\n")
+
+ #tabWrite("specular 0.2\n")
+
+ # This is written into the object
+ '''
+ if material and material.transparency_method=='RAYTRACE':
+ 'interior { ior %.3g} ' % material.raytrace_transparency.ior
+ '''
+
+ #tabWrite("crand 1.0\n") # Sand granyness
+ #tabWrite("metallic %.6f\n" % material.spec)
+ #tabWrite("phong %.6f\n" % material.spec)
+ #tabWrite("phong_size %.6f\n" % material.spec)
+ #tabWrite("brilliance %.6f " % (material.specular_hardness/256.0) # Like hardness
+
+ tabWrite("}\n\n")
+
+ # Level=2 Means translation of spec and mir levels for when no map influences them
+ povHasnoSpecularMaps(Level=2)
+
+ if material:
+ special_texture_found = False
+ for t in material.texture_slots:
+ if t and t.texture.type == 'IMAGE' and t.use and t.texture.image and (t.use_map_specular or t.use_map_raymir or t.use_map_normal or t.use_map_alpha):
+ special_texture_found = True
+ continue # Some texture found
+
+ if special_texture_found:
+ # Level=1 Means No specular nor Mirror reflection
+ povHasnoSpecularMaps(Level=1)
+
+ # Level=3 Means Maximum Spec and Mirror
+ povHasnoSpecularMaps(Level=3)
+
+ def exportCamera():
+ camera = scene.camera
+
+ # DH disabled for now, this isn't the correct context
+ active_object = None # bpy.context.active_object # does not always work MR
+ matrix = global_matrix * camera.matrix_world
+ focal_point = camera.data.dof_distance
+
+ # compute resolution
+ Qsize = float(render.resolution_x) / float(render.resolution_y)
+ tabWrite("#declare camLocation = <%.6f, %.6f, %.6f>;\n" % (matrix[3][0], matrix[3][1], matrix[3][2]))
+ tabWrite("#declare camLookAt = <%.6f, %.6f, %.6f>;\n" % tuple([degrees(e) for e in matrix.to_3x3().to_euler()]))
+
+ tabWrite("camera {\n")
+ if scene.pov_baking_enable and active_object and active_object.type == 'MESH':
+ tabWrite("mesh_camera{ 1 3\n") # distribution 3 is what we want here
+ tabWrite("mesh{%s}\n" % active_object.name)
+ tabWrite("}\n")
+ tabWrite("location <0,0,.01>")
+ tabWrite("direction <0,0,-1>")
+ # Using standard camera otherwise
+ else:
+ tabWrite("location <0, 0, 0>\n")
+ tabWrite("look_at <0, 0, -1>\n")
+ tabWrite("right <%s, 0, 0>\n" % - Qsize)
+ tabWrite("up <0, 1, 0>\n")
+ tabWrite("angle %f\n" % (360.0 * atan(16.0 / camera.data.lens) / pi))
+
+ tabWrite("rotate <%.6f, %.6f, %.6f>\n" % tuple([degrees(e) for e in matrix.to_3x3().to_euler()]))
+ tabWrite("translate <%.6f, %.6f, %.6f>\n" % (matrix[3][0], matrix[3][1], matrix[3][2]))
+ if camera.data.pov_dof_enable and focal_point != 0:
+ tabWrite("aperture %.3g\n" % camera.data.pov_dof_aperture)
+ tabWrite("blur_samples %d %d\n" % (camera.data.pov_dof_samples_min, camera.data.pov_dof_samples_max))
+ tabWrite("variance 1/%d\n" % camera.data.pov_dof_variance)
+ tabWrite("confidence %.3g\n" % camera.data.pov_dof_confidence)
+ tabWrite("focal_point <0, 0, %f>\n" % focal_point)
+ tabWrite("}\n")
+
+ def exportLamps(lamps):
+ # Get all lamps
+ for ob in lamps:
+ lamp = ob.data
+
+ matrix = global_matrix * ob.matrix_world
+
+ color = tuple([c * lamp.energy * 2.0 for c in lamp.color]) # Colour is modified by energy #muiltiplie by 2 for a better match --Maurice
+
+ tabWrite("light_source {\n")
+ tabWrite("< 0,0,0 >\n")
+ tabWrite("color rgb<%.3g, %.3g, %.3g>\n" % color)
+
+ if lamp.type == 'POINT':
+ pass
+ elif lamp.type == 'SPOT':
+ tabWrite("spotlight\n")
+
+ # Falloff is the main radius from the centre line
+ tabWrite("falloff %.2f\n" % (degrees(lamp.spot_size) / 2.0)) # 1 TO 179 FOR BOTH
+ tabWrite("radius %.6f\n" % ((degrees(lamp.spot_size) / 2.0) * (1.0 - lamp.spot_blend)))
+
+ # Blender does not have a tightness equivilent, 0 is most like blender default.
+ tabWrite("tightness 0\n") # 0:10f
+
+ tabWrite("point_at <0, 0, -1>\n")
+ elif lamp.type == 'SUN':
+ tabWrite("parallel\n")
+ tabWrite("point_at <0, 0, -1>\n") # *must* be after 'parallel'
+
+ elif lamp.type == 'AREA':
+ tabWrite("fade_distance %.6f\n" % (lamp.distance / 5.0))
+ tabWrite("fade_power %d\n" % 2) # Area lights have no falloff type, so always use blenders lamp quad equivalent for those?
+ size_x = lamp.size
+ samples_x = lamp.shadow_ray_samples_x
+ if lamp.shape == 'SQUARE':
+ size_y = size_x
+ samples_y = samples_x
+ else:
+ size_y = lamp.size_y
+ samples_y = lamp.shadow_ray_samples_y
+
+ tabWrite("area_light <%d,0,0>,<0,0,%d> %d, %d\n" % (size_x, size_y, samples_x, samples_y))
+ if lamp.shadow_ray_sample_method == 'CONSTANT_JITTERED':
+ if lamp.jitter:
+ tabWrite("jitter\n")
+ else:
+ tabWrite("adaptive 1\n")
+ tabWrite("jitter\n")
+
+ if not scene.render.use_shadows or lamp.type == 'HEMI' or (lamp.type != 'HEMI' and lamp.shadow_method == 'NOSHADOW'): # HEMI never has any shadow_method attribute
+ tabWrite("shadowless\n")
+
+ if lamp.type not in ('SUN', 'AREA', 'HEMI'): # Sun shouldn't be attenuated. Hemi and area lights have no falloff attribute so they are put to type 2 attenuation a little higher above.
+ tabWrite("fade_distance %.6f\n" % (lamp.distance / 5.0))
+ if lamp.falloff_type == 'INVERSE_SQUARE':
+ tabWrite("fade_power %d\n" % 2) # Use blenders lamp quad equivalent
+ elif lamp.falloff_type == 'INVERSE_LINEAR':
+ tabWrite("fade_power %d\n" % 1) # Use blenders lamp linear
+ elif lamp.falloff_type == 'CONSTANT': # upposing using no fade power keyword would default to constant, no attenuation.
+ pass
+ elif lamp.falloff_type == 'CUSTOM_CURVE': # Using Custom curve for fade power 3 for now.
+ tabWrite("fade_power %d\n" % 4)
+
+ writeMatrix(matrix)
+
+ tabWrite("}\n")
+##################################################################################################################################
+#Wip to be Used for fresnel, but not tested yet.
+##################################################################################################################################
+## lampLocation=[0,0,0]
+## lampRotation=[0,0,0]
+## lampDistance=0.00
+## averageLampLocation=[0,0,0]
+## averageLampRotation=[0,0,0]
+## averageLampDistance=0.00
+## lamps=[]
+## for l in scene.objects:
+## if l.type == 'LAMP':#get all lamps
+## lamps += [l]
+## for ob in lamps:
+## lamp = ob.data
+## lampLocation[0]+=ob.location[0]
+## lampLocation[1]+=ob.location[1]
+## lampLocation[2]+=ob.location[2]
+## lampRotation[0]+=ob.rotation_euler[0]
+## lampRotation[1]+=ob.rotation_euler[1]
+## lampRotation[2]+=ob.rotation_euler[2]
+## lampDistance+=ob.data.distance
+## averageLampRotation[0]=lampRotation[0] / len(lamps)#create an average direction for all lamps.
+## averageLampRotation[1]=lampRotation[1] / len(lamps)#create an average direction for all lamps.
+## averageLampRotation[2]=lampRotation[2] / len(lamps)#create an average direction for all lamps.
+##
+## averageLampLocation[0]=lampLocation[0] / len(lamps)#create an average position for all lamps.
+## averageLampLocation[1]=lampLocation[1] / len(lamps)#create an average position for all lamps.
+## averageLampLocation[2]=lampLocation[2] / len(lamps)#create an average position for all lamps.
+##
+## averageLampDistance=lampDistance / len(lamps)#create an average distance for all lamps.
+## file.write("\n#declare lampTarget= vrotate(<%.4g,%.4g,%.4g>,<%.4g,%.4g,%.4g>);" % (-(averageLampLocation[0]-averageLampDistance), -(averageLampLocation[1]-averageLampDistance), -(averageLampLocation[2]-averageLampDistance), averageLampRotation[0], averageLampRotation[1], averageLampRotation[2]))
+## #v(A,B) rotates vector A about origin by vector B.
+##
+####################################################################################################################################
+
+ def exportMeta(metas):
+
+ # TODO - blenders 'motherball' naming is not supported.
+
+ if not scene.pov_tempfiles_enable and scene.pov_comments_enable and len(metas) >= 1:
+ file.write("//--Blob objects--\n\n")
+
+ for ob in metas:
+ meta = ob.data
+
+ # important because no elements will break parsing.
+ elements = [elem for elem in meta.elements if elem.type in ('BALL', 'ELLIPSOID')]
+
+ if elements:
+ tabWrite("blob {\n")
+ tabWrite("threshold %.4g\n" % meta.threshold)
+ importance = ob.pov_importance_value
+
+ try:
+ material = meta.materials[0] # lame! - blender cant do enything else.
+ except:
+ material = None
+
+ for elem in elements:
+ loc = elem.co
+
+ stiffness = elem.stiffness
+ if elem.use_negative:
+ stiffness = - stiffness
+
+ if elem.type == 'BALL':
+
+ tabWrite("sphere { <%.6g, %.6g, %.6g>, %.4g, %.4g }\n" % (loc.x, loc.y, loc.z, elem.radius, stiffness))
+
+ # After this wecould do something simple like...
+ # "pigment {Blue} }"
+ # except we'll write the color
+
+ elif elem.type == 'ELLIPSOID':
+ # location is modified by scale
+ tabWrite("sphere { <%.6g, %.6g, %.6g>, %.4g, %.4g }\n" % (loc.x / elem.size_x, loc.y / elem.size_y, loc.z / elem.size_z, elem.radius, stiffness))
+ tabWrite("scale <%.6g, %.6g, %.6g> \n" % (elem.size_x, elem.size_y, elem.size_z))
+
+ if material:
+ diffuse_color = material.diffuse_color
+ trans = 1.0 - material.alpha
+ if material.use_transparency and material.transparency_method == 'RAYTRACE':
+ povFilter = material.raytrace_transparency.filter * (1.0 - material.alpha)
+ trans = (1.0 - material.alpha) - povFilter
+ else:
+ povFilter = 0.0
+
+ material_finish = materialNames[material.name]
+
+ tabWrite("pigment {rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>} \n" % (diffuse_color[0], diffuse_color[1], diffuse_color[2], povFilter, trans))
+ tabWrite("finish {%s}\n" % safety(material_finish, Level=2))
+
+ else:
+ tabWrite("pigment {rgb<1 1 1>} \n")
+ tabWrite("finish {%s}\n" % (safety(DEF_MAT_NAME, Level=2))) # Write the finish last.
+
+ writeObjectMaterial(material, ob)
+
+ writeMatrix(global_matrix * ob.matrix_world)
+ #Importance for radiosity sampling added here:
+ tabWrite("radiosity { \n")
+ tabWrite("importance %3g \n" % importance)
+ tabWrite("}\n")
+
+ tabWrite("}\n") # End of Metaball block
+
+ if not scene.pov_tempfiles_enable and scene.pov_comments_enable and len(metas) >= 1:
+ file.write("\n")
+
+ objectNames = {}
+ DEF_OBJ_NAME = "Default"
+
+ def exportMeshs(scene, sel):
+
+ ob_num = 0
+
+ for ob in sel:
+ ob_num += 1
+#############################################
+ #Generating a name for object just like materials to be able to use it (baking for now or anything else).
+ if sel:
+ name_orig = ob.name
+ else:
+ name_orig = DEF_OBJ_NAME
+ name = objectNames[name_orig] = uniqueName(bpy.path.clean_name(name_orig), objectNames)
+#############################################
+ if ob.type in ('LAMP', 'CAMERA', 'EMPTY', 'META', 'ARMATURE', 'LATTICE'):
+ continue
+
+ try:
+ me = ob.to_mesh(scene, True, 'RENDER')
+ except:
+ # happens when curves cant be made into meshes because of no-data
+ continue
+
+ importance = ob.pov_importance_value
+ me_materials = me.materials
+ me_faces = me.faces[:]
+
+ if not me or not me_faces:
+ continue
+
+ if info_callback:
+ info_callback("Object %2.d of %2.d (%s)" % (ob_num, len(sel), ob.name))
+
+ #if ob.type != 'MESH':
+ # continue
+ # me = ob.data
+
+ matrix = global_matrix * ob.matrix_world
+ try:
+ uv_layer = me.uv_textures.active.data
+ except AttributeError:
+ uv_layer = None
+
+ try:
+ vcol_layer = me.vertex_colors.active.data
+ except AttributeError:
+ vcol_layer = None
+
+ faces_verts = [f.vertices[:] for f in me_faces]
+ faces_normals = [f.normal[:] for f in me_faces]
+ verts_normals = [v.normal[:] for v in me.vertices]
+
+ # quads incur an extra face
+ quadCount = sum(1 for f in faces_verts if len(f) == 4)
+
+ # Use named declaration to allow reference e.g. for baking. MR
+ file.write("\n")
+ tabWrite("#declare %s =\n" % name)
+ tabWrite("mesh2 {\n")
+ tabWrite("vertex_vectors {\n")
+ tabWrite("%d" % len(me.vertices)) # vert count
+
+ tabStr = tab * tabLevel
+ for v in me.vertices:
+ if not scene.pov_tempfiles_enable and scene.pov_list_lf_enable:
+ file.write(",\n")
+ file.write(tabStr + "<%.6f, %.6f, %.6f>" % v.co[:]) # vert count
+ else:
+ file.write(", ")
+ file.write("<%.6f, %.6f, %.6f>" % v.co[:]) # vert count
+ #tabWrite("<%.6f, %.6f, %.6f>" % v.co[:]) # vert count
+ file.write("\n")
+ tabWrite("}\n")
+
+ # Build unique Normal list
+ uniqueNormals = {}
+ for fi, f in enumerate(me_faces):
+ fv = faces_verts[fi]
+ # [-1] is a dummy index, use a list so we can modify in place
+ if f.use_smooth: # Use vertex normals
+ for v in fv:
+ key = verts_normals[v]
+ uniqueNormals[key] = [-1]
+ else: # Use face normal
+ key = faces_normals[fi]
+ uniqueNormals[key] = [-1]
+
+ tabWrite("normal_vectors {\n")
+ tabWrite("%d" % len(uniqueNormals)) # vert count
+ idx = 0
+ tabStr = tab * tabLevel
+ for no, index in uniqueNormals.items():
+ if not scene.pov_tempfiles_enable and scene.pov_list_lf_enable:
+ file.write(",\n")
+ file.write(tabStr + "<%.6f, %.6f, %.6f>" % no) # vert count
+ else:
+ file.write(", ")
+ file.write("<%.6f, %.6f, %.6f>" % no) # vert count
+ index[0] = idx
+ idx += 1
+ file.write("\n")
+ tabWrite("}\n")
+
+ # Vertex colours
+ vertCols = {} # Use for material colours also.
+
+ if uv_layer:
+ # Generate unique UV's
+ uniqueUVs = {}
+
+ for fi, uv in enumerate(uv_layer):
+
+ if len(faces_verts[fi]) == 4:
+ uvs = uv.uv1, uv.uv2, uv.uv3, uv.uv4
+ else:
+ uvs = uv.uv1, uv.uv2, uv.uv3
+
+ for uv in uvs:
+ uniqueUVs[uv[:]] = [-1]
+
+ tabWrite("uv_vectors {\n")
+ #print unique_uvs
+ tabWrite("%d" % len(uniqueUVs)) # vert count
+ idx = 0
+ tabStr = tab * tabLevel
+ for uv, index in uniqueUVs.items():
+ if not scene.pov_tempfiles_enable and scene.pov_list_lf_enable:
+ file.write(",\n")
+ file.write(tabStr + "<%.6f, %.6f>" % uv)
+ else:
+ file.write(", ")
+ file.write("<%.6f, %.6f>" % uv)
+ index[0] = idx
+ idx += 1
+ '''
+ else:
+ # Just add 1 dummy vector, no real UV's
+ tabWrite('1') # vert count
+ file.write(',\n\t\t<0.0, 0.0>')
+ '''
+ file.write("\n")
+ tabWrite("}\n")
+
+ if me.vertex_colors:
+
+ for fi, f in enumerate(me_faces):
+ material_index = f.material_index
+ material = me_materials[material_index]
+
+ if material and material.use_vertex_color_paint:
+
+ col = vcol_layer[fi]
+
+ if len(faces_verts[fi]) == 4:
+ cols = col.color1, col.color2, col.color3, col.color4
+ else:
+ cols = col.color1, col.color2, col.color3
+
+ for col in cols:
+ key = col[0], col[1], col[2], material_index # Material index!
+ vertCols[key] = [-1]
+
+ else:
+ if material:
+ diffuse_color = material.diffuse_color[:]
+ key = diffuse_color[0], diffuse_color[1], diffuse_color[2], material_index
+ vertCols[key] = [-1]
+
+ else:
+ # No vertex colours, so write material colours as vertex colours
+ for i, material in enumerate(me_materials):
+
+ if material:
+ diffuse_color = material.diffuse_color[:]
+ key = diffuse_color[0], diffuse_color[1], diffuse_color[2], i # i == f.mat
+ vertCols[key] = [-1]
+
+ # Vert Colours
+ tabWrite("texture_list {\n")
+ file.write(tabStr + "%s" % (len(vertCols))) # vert count
+ idx = 0
+
+ for col, index in vertCols.items():
+ if me_materials:
+ material = me_materials[col[3]]
+ material_finish = materialNames[material.name]
+
+ if material.use_transparency:
+ trans = 1.0 - material.alpha
+ else:
+ trans = 0.0
+
+ if material.use_transparency and material.transparency_method == 'RAYTRACE':
+ povFilter = material.raytrace_transparency.filter * (1.0 - material.alpha)
+ trans = (1.0 - material.alpha) - povFilter
+ else:
+ povFilter = 0.0
+ else:
+ material_finish = DEF_MAT_NAME # not working properly,
+ trans = 0.0
+
+ ##############SF
+ texturesDif = ""
+ texturesSpec = ""
+ texturesNorm = ""
+ texturesAlpha = ""
+ for t in material.texture_slots:
+ if t and t.texture.type == 'IMAGE' and t.use and t.texture.image:
+ image_filename = path_image(t.texture.image.filepath)
+ imgGamma = ""
+ if image_filename:
+ if t.use_map_color_diffuse:
+ texturesDif = image_filename
+ colvalue = t.default_value
+ t_dif = t
+ if t_dif.texture.pov_tex_gamma_enable:
+ imgGamma = (" gamma %.3g " % t_dif.texture.pov_tex_gamma_value)
+ if t.use_map_specular or t.use_map_raymir:
+ texturesSpec = image_filename
+ colvalue = t.default_value
+ t_spec = t
+ if t.use_map_normal:
+ texturesNorm = image_filename
+ colvalue = t.normal_factor * 10.0
+ #textNormName=t.texture.image.name + ".normal"
+ #was the above used? --MR
+ t_nor = t
+ if t.use_map_alpha:
+ texturesAlpha = image_filename
+ colvalue = t.alpha_factor * 10.0
+ #textDispName=t.texture.image.name + ".displ"
+ #was the above used? --MR
+ t_alpha = t
+
+ ##############################################################################################################
+
+ if material.pov_replacement_text != "":
+ file.write("\n")
+ file.write(" texture{%s}\n" % material.pov_replacement_text)
+
+ else:
+ file.write("\n")
+ tabWrite("texture {\n") # THIS AREA NEEDS TO LEAVE THE TEXTURE OPEN UNTIL ALL MAPS ARE WRITTEN DOWN. --MR
+
+ ##############################################################################################################
+ if material.diffuse_shader == 'MINNAERT':
+ tabWrite("\n")
+ tabWrite("aoi\n")
+ tabWrite("texture_map {\n")
+ tabWrite("[%.3g finish {diffuse %.3g}]\n" % (material.darkness / 2.0, 2.0 - material.darkness))
+ tabWrite("[%.3g" % (1.0 - (material.darkness / 2.0)))
+ ######TO OPTIMIZE? or present a more elegant way? At least make it work!##################################################################
+ #If Fresnel gets removed from 2.5, why bother?
+ if material.diffuse_shader == 'FRESNEL':
+
+ ######END of part TO OPTIMIZE? or present a more elegant way?##################################################################
+
+ ## #lampLocation=lamp.position
+ ## lampRotation=
+ ## a=lamp.Rotation[0]
+ ## b=lamp.Rotation[1]
+ ## c=lamp.Rotation[2]
+ ## lampLookAt=tuple (x,y,z)
+ ## lampLookAt[3]= 0.0 #Put 'target' of the lamp on the floor plane to elimianate one unknown value
+ ## degrees(atan((lampLocation - lampLookAt).y/(lampLocation - lampLookAt).z))=lamp.rotation[0]
+ ## degrees(atan((lampLocation - lampLookAt).z/(lampLocation - lampLookAt).x))=lamp.rotation[1]
+ ## degrees(atan((lampLocation - lampLookAt).x/(lampLocation - lampLookAt).y))=lamp.rotation[2]
+ ## degrees(atan((lampLocation - lampLookAt).y/(lampLocation.z))=lamp.rotation[0]
+ ## degrees(atan((lampLocation.z/(lampLocation - lampLookAt).x))=lamp.rotation[1]
+ ## degrees(atan((lampLocation - lampLookAt).x/(lampLocation - lampLookAt).y))=lamp.rotation[2]
+
+ #color = tuple([c * lamp.energy for c in lamp.color]) # Colour is modified by energy
+
+ tabWrite("\n")
+ tabWrite("slope { lampTarget }\n")
+ tabWrite("texture_map {\n")
+ tabWrite("[%.3g finish {diffuse %.3g}]\n" % (material.diffuse_fresnel / 2, 2.0 - material.diffuse_fresnel_factor))
+ tabWrite("[%.3g\n" % (1 - (material.diffuse_fresnel / 2.0)))
+
+ #if material.diffuse_shader == 'FRESNEL': pigment pattern aoi pigment and texture map above, the rest below as one of its entry
+ ##########################################################################################################################
+
+ #special_texture_found = False
+ #for t in material.texture_slots:
+ # if t and t.texture.type == 'IMAGE' and t.use and t.texture.image and (t.use_map_specular or t.use_map_raymir or t.use_map_normal or t.use_map_alpha):
+ # special_texture_found = True
+ # continue # Some texture found
+ #if special_texture_found:
+
+ if texturesSpec != "" or texturesAlpha != "":
+ if texturesSpec != "":
+ # tabWrite("\n")
+ tabWrite("pigment_pattern {\n")
+ # POV-Ray "scale" is not a number of repetitions factor, but its inverse, a standard scale factor.
+ # Offset seems needed relatively to scale so probably center of the scale is not the same in blender and POV
+ mappingSpec = "translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>\n" % (-t_spec.offset.x, t_spec.offset.y, t_spec.offset.z, 1.0 / t_spec.scale.x, 1.0 / t_spec.scale.y, 1.0 / t_spec.scale.z)
+ tabWrite("uv_mapping image_map{%s \"%s\" %s}\n" % (imageFormat(texturesSpec), texturesSpec, imgMap(t_spec)))
+ tabWrite("%s\n" % mappingSpec)
+ tabWrite("}\n")
+ tabWrite("texture_map {\n")
+ tabWrite("[0 \n")
+
+ if texturesDif == "":
+ if texturesAlpha != "":
+ tabWrite("\n")
+ # POV-Ray "scale" is not a number of repetitions factor, but its inverse, a standard scale factor.
+ # Offset seems needed relatively to scale so probably center of the scale is not the same in blender and POV
+ mappingAlpha = " translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>\n" % (-t_alpha.offset.x, -t_alpha.offset.y, t_alpha.offset.z, 1.0 / t_alpha.scale.x, 1.0 / t_alpha.scale.y, 1.0 / t_alpha.scale.z)
+ tabWrite("pigment {pigment_pattern {uv_mapping image_map{%s \"%s\" %s}%s" % (imageFormat(texturesAlpha), texturesAlpha, imgMap(t_alpha), mappingAlpha))
+ tabWrite("}\n")
+ tabWrite("pigment_map {\n")
+ tabWrite("[0 color rgbft<0,0,0,1,1>]\n")
+ tabWrite("[1 color rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>]\n" % (col[0], col[1], col[2], povFilter, trans))
+ tabWrite("}\n")
+ tabWrite("}\n")
+
+ else:
+
+ tabWrite("pigment {rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>}\n" % (col[0], col[1], col[2], povFilter, trans))
+
+ if texturesSpec != "":
+ tabWrite("finish {%s}\n" % (safety(material_finish, Level=1))) # Level 1 is no specular
+
+ else:
+ tabWrite("finish {%s}\n" % (safety(material_finish, Level=2))) # Level 2 is translated spec
+
+ else:
+ # POV-Ray "scale" is not a number of repetitions factor, but its inverse, a standard scale factor.
+ # Offset seems needed relatively to scale so probably center of the scale is not the same in blender and POV
+ mappingDif = ("translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>" % (-t_dif.offset.x, -t_dif.offset.y, t_dif.offset.z, 1.0 / t_dif.scale.x, 1.0 / t_dif.scale.y, 1.0 / t_dif.scale.z))
+ if texturesAlpha != "":
+ # POV-Ray "scale" is not a number of repetitions factor, but its inverse, a standard scale factor.
+ # Offset seems needed relatively to scale so probably center of the scale is not the same in blender and POV
+ mappingAlpha = " translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>" % (-t_alpha.offset.x, -t_alpha.offset.y, t_alpha.offset.z, 1.0 / t_alpha.scale.x, 1.0 / t_alpha.scale.y, 1.0 / t_alpha.scale.z)
+ tabWrite("pigment {\n")
+ tabWrite("pigment_pattern {\n")
+ tabWrite("uv_mapping image_map{%s \"%s\" %s}%s}\n" % (imageFormat(texturesAlpha), texturesAlpha, imgMap(t_alpha), mappingAlpha))
+ tabWrite("pigment_map {\n")
+ tabWrite("[0 color rgbft<0,0,0,1,1>]\n")
+ tabWrite("[1 uv_mapping image_map {%s \"%s\" %s} %s]\n" % (imageFormat(texturesDif), texturesDif, (imgGamma + imgMap(t_dif)), mappingDif))
+ tabWrite("}\n")
+ tabWrite("}\n")
+
+ else:
+ tabWrite("pigment {uv_mapping image_map {%s \"%s\" %s}%s}\n" % (imageFormat(texturesDif), texturesDif, (imgGamma + imgMap(t_dif)), mappingDif))
+
+ if texturesSpec != "":
+ tabWrite("finish {%s}\n" % (safety(material_finish, Level=1))) # Level 1 is no specular
+
+ else:
+ tabWrite("finish {%s}\n" % (safety(material_finish, Level=2))) # Level 2 is translated specular
+
+ ## scale 1 rotate y*0
+ #imageMap = ("{image_map {%s \"%s\" %s }\n" % (imageFormat(textures),textures,imgMap(t_dif)))
+ #tabWrite("uv_mapping pigment %s} %s finish {%s}\n" % (imageMap,mapping,safety(material_finish)))
+ #tabWrite("pigment {uv_mapping image_map {%s \"%s\" %s}%s} finish {%s}\n" % (imageFormat(texturesDif),texturesDif,imgMap(t_dif),mappingDif,safety(material_finish)))
+ if texturesNorm != "":
+ ## scale 1 rotate y*0
+ # POV-Ray "scale" is not a number of repetitions factor, but its inverse, a standard scale factor.
+ # Offset seems needed relatively to scale so probably center of the scale is not the same in blender and POV
+ mappingNor = " translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>" % (-t_nor.offset.x, -t_nor.offset.y, t_nor.offset.z, 1.0 / t_nor.scale.x, 1.0 / t_nor.scale.y, 1.0 / t_nor.scale.z)
+ #imageMapNor = ("{bump_map {%s \"%s\" %s mapping}" % (imageFormat(texturesNorm),texturesNorm,imgMap(t_nor)))
+ #We were not using the above maybe we should?
+ tabWrite("normal {uv_mapping bump_map {%s \"%s\" %s bump_size %.4g }%s}\n" % (imageFormat(texturesNorm), texturesNorm, imgMap(t_nor), t_nor.normal_factor * 10, mappingNor))
+ if texturesSpec != "":
+ tabWrite("]\n")
+ ################################Second index for mapping specular max value##################################################################################################
+ tabWrite("[1 \n")
+
+ if texturesDif == "" and material.pov_replacement_text == "":
+ if texturesAlpha != "":
+ # POV-Ray "scale" is not a number of repetitions factor, but its inverse, a standard scale factor.
+ # Offset seems needed relatively to scale so probably center of the scale is not the same in blender and POV
+ mappingAlpha = " translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>\n" % (-t_alpha.offset.x, -t_alpha.offset.y, t_alpha.offset.z, 1.0 / t_alpha.scale.x, 1.0 / t_alpha.scale.y, 1.0 / t_alpha.scale.z) # strange that the translation factor for scale is not the same as for translate. ToDo: verify both matches with blender internal.
+ tabWrite("pigment {pigment_pattern {uv_mapping image_map{%s \"%s\" %s}%s}\n" % (imageFormat(texturesAlpha), texturesAlpha, imgMap(t_alpha), mappingAlpha))
+ tabWrite("pigment_map {\n")
+ tabWrite("[0 color rgbft<0,0,0,1,1>]\n")
+ tabWrite("[1 color rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>]\n" % (col[0], col[1], col[2], povFilter, trans))
+ tabWrite("}\n")
+ tabWrite("}\n")
+
+ else:
+ tabWrite("pigment {rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>}\n" % (col[0], col[1], col[2], povFilter, trans))
+
+ if texturesSpec != "":
+ tabWrite("finish {%s}\n" % (safety(material_finish, Level=3))) # Level 3 is full specular
+
+ else:
+ tabWrite("finish {%s}\n" % (safety(material_finish, Level=2))) # Level 2 is translated specular
+
+ elif material.pov_replacement_text == "":
+ # POV-Ray "scale" is not a number of repetitions factor, but its inverse, a standard scale factor.
+ # Offset seems needed relatively to scale so probably center of the scale is not the same in blender and POV
+ mappingDif = ("translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>" % (-t_dif.offset.x, -t_dif.offset.y, t_dif.offset.z, 1.0 / t_dif.scale.x, 1.0 / t_dif.scale.y, 1.0 / t_dif.scale.z)) # strange that the translation factor for scale is not the same as for translate. ToDo: verify both matches with blender internal.
+ if texturesAlpha != "":
+ mappingAlpha = "translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>" % (-t_alpha.offset.x, -t_alpha.offset.y, t_alpha.offset.z, 1.0 / t_alpha.scale.x, 1.0 / t_alpha.scale.y, 1.0 / t_alpha.scale.z) # strange that the translation factor for scale is not the same as for translate. ToDo: verify both matches with blender internal.
+ tabWrite("pigment {pigment_pattern {uv_mapping image_map{%s \"%s\" %s}%s}\n" % (imageFormat(texturesAlpha), texturesAlpha, imgMap(t_alpha), mappingAlpha))
+ tabWrite("pigment_map {\n")
+ tabWrite("[0 color rgbft<0,0,0,1,1>]\n")
+ tabWrite("[1 uv_mapping image_map {%s \"%s\" %s} %s]\n" % (imageFormat(texturesDif), texturesDif, (imgMap(t_dif) + imgGamma), mappingDif))
+ tabWrite("}\n")
+ tabWrite("}\n")
+
+ else:
+ tabWrite("pigment {\n")
+ tabWrite("uv_mapping image_map {\n")
+ #tabWrite("%s \"%s\" %s}%s\n" % (imageFormat(texturesDif),texturesDif,(imgGamma + imgMap(t_dif)),mappingDif))
+ tabWrite("%s \"%s\" \n" % (imageFormat(texturesDif), texturesDif))
+ tabWrite("%s\n" % (imgGamma + imgMap(t_dif)))
+ tabWrite("}\n")
+ tabWrite("%s\n" % mappingDif)
+ tabWrite("}\n")
+ if texturesSpec != "":
+ tabWrite("finish {%s}\n" % (safety(material_finish, Level=3))) # Level 3 is full specular
+ else:
+ tabWrite("finish {%s}\n" % (safety(material_finish, Level=2))) # Level 2 is translated specular
+
+ ## scale 1 rotate y*0
+ #imageMap = ("{image_map {%s \"%s\" %s }" % (imageFormat(textures),textures,imgMap(t_dif)))
+ #file.write("\n\t\t\tuv_mapping pigment %s} %s finish {%s}" % (imageMap,mapping,safety(material_finish)))
+ #file.write("\n\t\t\tpigment {uv_mapping image_map {%s \"%s\" %s}%s} finish {%s}" % (imageFormat(texturesDif),texturesDif,imgMap(t_dif),mappingDif,safety(material_finish)))
+ if texturesNorm != "" and material.pov_replacement_text == "":
+ ## scale 1 rotate y*0
+ # POV-Ray "scale" is not a number of repetitions factor, but its inverse, a standard scale factor.
+ # Offset seems needed relatively to scale so probably center of the scale is not the same in blender and POV
+ mappingNor = (" translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>" % (-t_nor.offset.x, -t_nor.offset.y, t_nor.offset.z, 1.0 / t_nor.scale.x, 1.0 / t_nor.scale.y, 1.0 / t_nor.scale.z))
+ #imageMapNor = ("{bump_map {%s \"%s\" %s mapping}" % (imageFormat(texturesNorm),texturesNorm,imgMap(t_nor)))
+ #We were not using the above maybe we should?
+ tabWrite("normal {uv_mapping bump_map {%s \"%s\" %s bump_size %.4g }%s}\n" % (imageFormat(texturesNorm), texturesNorm, imgMap(t_nor), t_nor.normal_factor * 10.0, mappingNor))
+ if texturesSpec != "" and material.pov_replacement_text == "":
+ tabWrite("]\n")
+
+ tabWrite("}\n")
+
+ #End of slope/ior texture_map
+ if material.diffuse_shader in ('MINNAERT', 'FRESNEL') and material.pov_replacement_text == "":
+ tabWrite("]\n")
+ tabWrite("}\n")
+
+ if material.pov_replacement_text == "":
+ tabWrite("}\n") # THEN IT CAN CLOSE IT --MR
+
+ ############################################################################################################
+ index[0] = idx
+ idx += 1
+
+ tabWrite("}\n")
+
+ # Face indices
+ tabWrite("face_indices {\n")
+ tabWrite("%d" % (len(me_faces) + quadCount)) # faces count
+ tabStr = tab * tabLevel
+
+ for fi, f in enumerate(me_faces):
+ fv = faces_verts[fi]
+ material_index = f.material_index
+ if len(fv) == 4:
+ indices = (0, 1, 2), (0, 2, 3)
+ else:
+ indices = ((0, 1, 2),)
+
+ if vcol_layer:
+ col = vcol_layer[fi]
+
+ if len(fv) == 4:
+ cols = col.color1, col.color2, col.color3, col.color4
+ else:
+ cols = col.color1, col.color2, col.color3
+
+ if not me_materials or me_materials[material_index] is None: # No materials
+ for i1, i2, i3 in indices:
+ if not scene.pov_tempfiles_enable and scene.pov_list_lf_enable:
+ file.write(",\n")
+ file.write(tabStr + "<%d,%d,%d>" % (fv[i1], fv[i2], fv[i3])) # vert count
+ else:
+ file.write(", ")
+ file.write("<%d,%d,%d>" % (fv[i1], fv[i2], fv[i3])) # vert count
+ else:
+ material = me_materials[material_index]
+ for i1, i2, i3 in indices:
+ if me.vertex_colors and material.use_vertex_color_paint:
+ # Colour per vertex - vertex colour
+
+ col1 = cols[i1]
+ col2 = cols[i2]
+ col3 = cols[i3]
+
+ ci1 = vertCols[col1[0], col1[1], col1[2], material_index][0]
+ ci2 = vertCols[col2[0], col2[1], col2[2], material_index][0]
+ ci3 = vertCols[col3[0], col3[1], col3[2], material_index][0]
+ else:
+ # Colour per material - flat material colour
+ diffuse_color = material.diffuse_color
+ ci1 = ci2 = ci3 = vertCols[diffuse_color[0], diffuse_color[1], diffuse_color[2], f.material_index][0]
+
+ if not scene.pov_tempfiles_enable and scene.pov_list_lf_enable:
+ file.write(",\n")
+ file.write(tabStr + "<%d,%d,%d>, %d,%d,%d" % (fv[i1], fv[i2], fv[i3], ci1, ci2, ci3)) # vert count
+ else:
+ file.write(", ")
+ file.write("<%d,%d,%d>, %d,%d,%d" % (fv[i1], fv[i2], fv[i3], ci1, ci2, ci3)) # vert count
+
+ file.write("\n")
+ tabWrite("}\n")
+
+ # normal_indices indices
+ tabWrite("normal_indices {\n")
+ tabWrite("%d" % (len(me_faces) + quadCount)) # faces count
+ tabStr = tab * tabLevel
+ for fi, fv in enumerate(faces_verts):
+
+ if len(fv) == 4:
+ indices = (0, 1, 2), (0, 2, 3)
+ else:
+ indices = ((0, 1, 2),)
+
+ for i1, i2, i3 in indices:
+ if me_faces[fi].use_smooth:
+ if not scene.pov_tempfiles_enable and scene.pov_list_lf_enable:
+ file.write(",\n")
+ file.write(tabStr + "<%d,%d,%d>" %\
+ (uniqueNormals[verts_normals[fv[i1]]][0],\
+ uniqueNormals[verts_normals[fv[i2]]][0],\
+ uniqueNormals[verts_normals[fv[i3]]][0])) # vert count
+ else:
+ file.write(", ")
+ file.write("<%d,%d,%d>" %\
+ (uniqueNormals[verts_normals[fv[i1]]][0],\
+ uniqueNormals[verts_normals[fv[i2]]][0],\
+ uniqueNormals[verts_normals[fv[i3]]][0])) # vert count
+ else:
+ idx = uniqueNormals[faces_normals[fi]][0]
+ if not scene.pov_tempfiles_enable and scene.pov_list_lf_enable:
+ file.write(",\n")
+ file.write(tabStr + "<%d,%d,%d>" % (idx, idx, idx)) # vert count
+ else:
+ file.write(", ")
+ file.write("<%d,%d,%d>" % (idx, idx, idx)) # vert count
+
+ file.write("\n")
+ tabWrite("}\n")
+
+ if uv_layer:
+ tabWrite("uv_indices {\n")
+ tabWrite("%d" % (len(me_faces) + quadCount)) # faces count
+ tabStr = tab * tabLevel
+ for fi, fv in enumerate(faces_verts):
+
+ if len(fv) == 4:
+ indices = (0, 1, 2), (0, 2, 3)
+ else:
+ indices = ((0, 1, 2),)
+
+ uv = uv_layer[fi]
+ if len(faces_verts[fi]) == 4:
+ uvs = uv.uv1[:], uv.uv2[:], uv.uv3[:], uv.uv4[:]
+ else:
+ uvs = uv.uv1[:], uv.uv2[:], uv.uv3[:]
+
+ for i1, i2, i3 in indices:
+ if not scene.pov_tempfiles_enable and scene.pov_list_lf_enable:
+ file.write(",\n")
+ file.write(tabStr + "<%d,%d,%d>" % (
+ uniqueUVs[uvs[i1]][0],\
+ uniqueUVs[uvs[i2]][0],\
+ uniqueUVs[uvs[i3]][0]))
+ else:
+ file.write(", ")
+ file.write("<%d,%d,%d>" % (
+ uniqueUVs[uvs[i1]][0],\
+ uniqueUVs[uvs[i2]][0],\
+ uniqueUVs[uvs[i3]][0]))
+
+ file.write("\n")
+ tabWrite("}\n")
+
+ if me.materials:
+ try:
+ material = me.materials[0] # dodgy
+ writeObjectMaterial(material, ob)
+ except IndexError:
+ print(me)
+
+ writeMatrix(matrix)
+
+ #Importance for radiosity sampling added here:
+ tabWrite("radiosity { \n")
+ tabWrite("importance %3g \n" % importance)
+ tabWrite("}\n")
+
+ tabWrite("}\n") # End of mesh block
+ tabWrite("%s\n" % name) # Use named declaration to allow reference e.g. for baking. MR
+
+ bpy.data.meshes.remove(me)
+
+ def exportWorld(world):
+ render = scene.render
+ camera = scene.camera
+ matrix = global_matrix * camera.matrix_world
+ if not world:
+ return
+ #############Maurice####################################
+ #These lines added to get sky gradient (visible with PNG output)
+ if world:
+ #For simple flat background:
+ if not world.use_sky_blend:
+ #Non fully transparent background could premultiply alpha and avoid anti-aliasing display issue:
+ if render.alpha_mode == 'PREMUL':
+ tabWrite("background {rgbt<%.3g, %.3g, %.3g, 0.75>}\n" % (world.horizon_color[:]))
+ #Currently using no alpha with Sky option:
+ elif render.alpha_mode == 'SKY':
+ tabWrite("background {rgbt<%.3g, %.3g, %.3g, 0>}\n" % (world.horizon_color[:]))
+ #StraightAlpha:
+ else:
+ tabWrite("background {rgbt<%.3g, %.3g, %.3g, 1>}\n" % (world.horizon_color[:]))
+
+ worldTexCount = 0
+ #For Background image textures
+ for t in world.texture_slots: # risk to write several sky_spheres but maybe ok.
+ if t and t.texture.type is not None:
+ worldTexCount += 1
+ if t and t.texture.type == 'IMAGE': # and t.use: #No enable checkbox for world textures yet (report it?)
+ image_filename = path_image(t.texture.image.filepath)
+ if t.texture.image.filepath != image_filename:
+ t.texture.image.filepath = image_filename
+ if image_filename != "" and t.use_map_blend:
+ texturesBlend = image_filename
+ #colvalue = t.default_value
+ t_blend = t
+ #commented below was an idea to make the Background image oriented as camera taken here: http://news.povray.org/povray.newusers/thread/%3Cweb.4a5cddf4e9c9822ba2f93e20@news.povray.org%3E/
+ #mappingBlend = (" translate <%.4g,%.4g,%.4g> rotate z*degrees(atan((camLocation - camLookAt).x/(camLocation - camLookAt).y)) rotate x*degrees(atan((camLocation - camLookAt).y/(camLocation - camLookAt).z)) rotate y*degrees(atan((camLocation - camLookAt).z/(camLocation - camLookAt).x)) scale <%.4g,%.4g,%.4g>b" % (t_blend.offset.x / 10 ,t_blend.offset.y / 10 ,t_blend.offset.z / 10, t_blend.scale.x ,t_blend.scale.y ,t_blend.scale.z))#replace 4/3 by the ratio of each image found by some custom or existing function
+ #using camera rotation valuesdirectly from blender seems much easier
+ if t_blend.texture_coords == 'ANGMAP':
+ mappingBlend = ""
+ else:
+ mappingBlend = " translate <%.4g-0.5,%.4g-0.5,%.4g-0.5> rotate<0,0,0> scale <%.4g,%.4g,%.4g>" % (
+ t_blend.offset.x / 10.0, t_blend.offset.y / 10.0, t_blend.offset.z / 10.0,
+ t_blend.scale.x * 0.85, t_blend.scale.y * 0.85, t_blend.scale.z * 0.85,
+ )
+
+ #The initial position and rotation of the pov camera is probably creating the rotation offset should look into it someday but at least background won't rotate with the camera now.
+ #Putting the map on a plane would not introduce the skysphere distortion and allow for better image scale matching but also some waay to chose depth and size of the plane relative to camera.
+ tabWrite("sky_sphere {\n")
+ tabWrite("pigment {\n")
+ tabWrite("image_map{%s \"%s\" %s}\n" % (imageFormat(texturesBlend), texturesBlend, imgMapBG(t_blend)))
+ tabWrite("}\n")
+ tabWrite("%s\n" % (mappingBlend))
+ tabWrite("}\n")
+ #tabWrite("scale 2\n")
+ #tabWrite("translate -1\n")
+
+ #For only Background gradient
+
+ if worldTexCount == 0:
+ if world.use_sky_blend:
+ tabWrite("sky_sphere {\n")
+ tabWrite("pigment {\n")
+ tabWrite("gradient y\n") # maybe Should follow the advice of POV doc about replacing gradient for skysphere..5.5
+ tabWrite("color_map {\n")
+ if render.alpha_mode == 'STRAIGHT':
+ tabWrite("[0.0 rgbt<%.3g, %.3g, %.3g, 1>]\n" % (world.horizon_color[:]))
+ tabWrite("[1.0 rgbt<%.3g, %.3g, %.3g, 1>]\n" % (world.zenith_color[:]))
+ elif render.alpha_mode == 'PREMUL':
+ tabWrite("[0.0 rgbt<%.3g, %.3g, %.3g, 0.99>]\n" % (world.horizon_color[:]))
+ tabWrite("[1.0 rgbt<%.3g, %.3g, %.3g, 0.99>]\n" % (world.zenith_color[:])) # aa premult not solved with transmit 1
+ else:
+ tabWrite("[0.0 rgbt<%.3g, %.3g, %.3g, 0>]\n" % (world.horizon_color[:]))
+ tabWrite("[1.0 rgbt<%.3g, %.3g, %.3g, 0>]\n" % (world.zenith_color[:]))
+ tabWrite("}\n")
+ tabWrite("}\n")
+ tabWrite("}\n")
+ #sky_sphere alpha (transmit) is not translating into image alpha the same way as 'background'
+
+ #if world.light_settings.use_indirect_light:
+ # scene.pov_radio_enable=1
+
+ #Maybe change the above to a funtion copyInternalRenderer settings when user pushes a button, then:
+ #scene.pov_radio_enable = world.light_settings.use_indirect_light
+ #and other such translations but maybe this would not be allowed either?
+
+ ###############################################################
+
+ mist = world.mist_settings
+
+ if mist.use_mist:
+ tabWrite("fog {\n")
+ tabWrite("distance %.6f\n" % mist.depth)
+ tabWrite("color rgbt<%.3g, %.3g, %.3g, %.3g>\n" % (world.horizon_color[:] + (1.0 - mist.intensity,)))
+ #tabWrite("fog_offset %.6f\n" % mist.start)
+ #tabWrite("fog_alt 5\n")
+ #tabWrite("turbulence 0.2\n")
+ #tabWrite("turb_depth 0.3\n")
+ tabWrite("fog_type 1\n")
+ tabWrite("}\n")
+ if scene.pov_media_enable:
+ tabWrite("media {\n")
+ tabWrite("scattering { 1, rgb <%.4g, %.4g, %.4g>}\n" % scene.pov_media_color[:])
+ tabWrite("samples %.d\n" % scene.pov_media_samples)
+ tabWrite("}\n")
+
+ def exportGlobalSettings(scene):
+
+ tabWrite("global_settings {\n")
+ tabWrite("assumed_gamma 1.0\n")
+ tabWrite("max_trace_level %d\n" % scene.pov_max_trace_level)
+
+ if scene.pov_radio_enable:
+ tabWrite("radiosity {\n")
+ tabWrite("adc_bailout %.4g\n" % scene.pov_radio_adc_bailout)
+ tabWrite("always_sample %d\n" % scene.pov_radio_always_sample)
+ tabWrite("brightness %.4g\n" % scene.pov_radio_brightness)
+ tabWrite("count %d\n" % scene.pov_radio_count)
+ tabWrite("error_bound %.4g\n" % scene.pov_radio_error_bound)
+ tabWrite("gray_threshold %.4g\n" % scene.pov_radio_gray_threshold)
+ tabWrite("low_error_factor %.4g\n" % scene.pov_radio_low_error_factor)
+ tabWrite("media %d\n" % scene.pov_radio_media)
+ tabWrite("minimum_reuse %.4g\n" % scene.pov_radio_minimum_reuse)
+ tabWrite("nearest_count %d\n" % scene.pov_radio_nearest_count)
+ tabWrite("normal %d\n" % scene.pov_radio_normal)
+ tabWrite("pretrace_start %.3g\n" % scene.pov_radio_pretrace_start)
+ tabWrite("pretrace_end %.3g\n" % scene.pov_radio_pretrace_end)
+ tabWrite("recursion_limit %d\n" % scene.pov_radio_recursion_limit)
+ tabWrite("}\n")
+ once = 1
+ for material in bpy.data.materials:
+ if material.subsurface_scattering.use and once:
+ tabWrite("mm_per_unit %.6f\n" % (material.subsurface_scattering.scale * (-100.0) + 15.0)) # In pov, the scale has reversed influence compared to blender. these number should correct that
+ once = 0 # In POV-Ray, the scale factor for all subsurface shaders needs to be the same
+
+ if world:
+ tabWrite("ambient_light rgb<%.3g, %.3g, %.3g>\n" % world.ambient_color[:])
+
+ if material.pov_photons_refraction or material.pov_photons_reflection:
+ tabWrite("photons {\n")
+ tabWrite("spacing %.6f\n" % scene.pov_photon_spacing)
+ tabWrite("max_trace_level %d\n" % scene.pov_photon_max_trace_level)
+ tabWrite("adc_bailout %.3g\n" % scene.pov_photon_adc_bailout)
+ tabWrite("gather %d, %d\n" % (scene.pov_photon_gather_min, scene.pov_photon_gather_max))
+ tabWrite("}\n")
+
+ tabWrite("}\n")
+
+ def exportCustomCode():
+
+ for txt in bpy.data.texts:
+ if txt.pov_custom_code:
+ # Why are the newlines needed?
+ file.write("\n")
+ file.write(txt.as_string())
+ file.write("\n")
+
+ sel = scene.objects
+ comments = scene.pov_comments_enable
+ if not scene.pov_tempfiles_enable and comments:
+ file.write("//---------------------------------------------\n//--Exported with POV-Ray exporter for Blender--\n//---------------------------------------------\n\n")
+ file.write("#version 3.7;\n")
+
+ if not scene.pov_tempfiles_enable and comments:
+ file.write("\n//--CUSTOM CODE--\n\n")
+ exportCustomCode()
+
+ if not scene.pov_tempfiles_enable and comments:
+ file.write("\n//--Global settings and background--\n\n")
+
+ exportGlobalSettings(scene)
+
+ if not scene.pov_tempfiles_enable and comments:
+ file.write("\n")
+
+ exportWorld(scene.world)
+
+ if not scene.pov_tempfiles_enable and comments:
+ file.write("\n//--Cameras--\n\n")
+
+ exportCamera()
+
+ if not scene.pov_tempfiles_enable and comments:
+ file.write("\n//--Lamps--\n\n")
+
+ exportLamps([l for l in sel if l.type == 'LAMP'])
+
+ if not scene.pov_tempfiles_enable and comments:
+ file.write("\n//--Material Definitions--\n\n")
+
+ # Convert all materials to strings we can access directly per vertex.
+ #exportMaterials()
+ writeMaterial(None) # default material
+ for material in bpy.data.materials:
+ if material.users > 0:
+ writeMaterial(material)
+ if not scene.pov_tempfiles_enable and comments:
+ file.write("\n")
+
+ exportMeta([l for l in sel if l.type == 'META'])
+
+ if not scene.pov_tempfiles_enable and comments:
+ file.write("//--Mesh objects--\n")
+
+ exportMeshs(scene, sel)
+ #What follow used to happen here:
+ #exportCamera()
+ #exportWorld(scene.world)
+ #exportGlobalSettings(scene)
+ # MR:..and the order was important for an attempt to implement pov 3.7 baking (mesh camera) comment for the record
+ # CR: Baking should be a special case than. If "baking", than we could change the order.
+
+ #print("pov file closed %s" % file.closed)
+ file.close()
+ #print("pov file closed %s" % file.closed)
+
+
+def write_pov_ini(filename_ini, filename_pov, filename_image):
+ scene = bpy.data.scenes[0]
+ render = scene.render
+
+ x = int(render.resolution_x * render.resolution_percentage * 0.01)
+ y = int(render.resolution_y * render.resolution_percentage * 0.01)
+
+ file = open(filename_ini, "w")
+ file.write("Version=3.7\n")
+ file.write("Input_File_Name='%s'\n" % filename_pov)
+ file.write("Output_File_Name='%s'\n" % filename_image)
+
+ file.write("Width=%d\n" % x)
+ file.write("Height=%d\n" % y)
+
+ # Border render.
+ if render.use_border:
+ file.write("Start_Column=%4g\n" % render.border_min_x)
+ file.write("End_Column=%4g\n" % (render.border_max_x))
+
+ file.write("Start_Row=%4g\n" % (render.border_min_y))
+ file.write("End_Row=%4g\n" % (render.border_max_y))
+
+ file.write("Bounding_Method=2\n") # The new automatic BSP is faster in most scenes
+
+ file.write("Display=1\n") # Activated (turn this back off when better live exchange is done between the two programs (see next comment)
+ file.write("Pause_When_Done=0\n")
+ file.write("Output_File_Type=N\n") # PNG, with POV-Ray 3.7, can show background color with alpha. In the long run using the POV-Ray interactive preview like bishop 3D could solve the preview for all formats.
+ #file.write("Output_File_Type=T\n") # TGA, best progressive loading
+ file.write("Output_Alpha=1\n")
+
+ if scene.pov_antialias_enable:
+ # aa_mapping = {"5": 2, "8": 3, "11": 4, "16": 5} # method 2 (recursive) with higher max subdiv forced because no mipmapping in POV-Ray needs higher sampling.
+ method = {"0": 1, "1": 2}
+ file.write("Antialias=on\n")
+ file.write("Sampling_Method=%s\n" % method[scene.pov_antialias_method])
+ file.write("Antialias_Depth=%d\n" % scene.pov_antialias_depth)
+ file.write("Antialias_Threshold=%.3g\n" % scene.pov_antialias_threshold)
+ file.write("Antialias_Gamma=%.3g\n" % scene.pov_antialias_gamma)
+ if scene.pov_jitter_enable:
+ file.write("Jitter=on\n")
+ file.write("Jitter_Amount=%3g\n" % scene.pov_jitter_amount)
+ else:
+ file.write("Jitter=off\n") # prevent animation flicker
+
+ else:
+ file.write("Antialias=off\n")
+ #print("ini file closed %s" % file.closed)
+ file.close()
+ #print("ini file closed %s" % file.closed)
+
+
+class PovrayRender(bpy.types.RenderEngine):
+ bl_idname = 'POVRAY_RENDER'
+ bl_label = "POV-Ray 3.7"
+ DELAY = 0.5
+
+ def _export(self, scene, povPath, renderImagePath):
+ import tempfile
+
+ if scene.pov_tempfiles_enable:
+ self._temp_file_in = tempfile.NamedTemporaryFile(suffix=".pov", delete=False).name
+ self._temp_file_out = tempfile.NamedTemporaryFile(suffix=".png", delete=False).name # PNG with POV 3.7, can show the background color with alpha. In the long run using the POV-Ray interactive preview like bishop 3D could solve the preview for all formats.
+ #self._temp_file_out = tempfile.NamedTemporaryFile(suffix=".tga", delete=False).name
+ self._temp_file_ini = tempfile.NamedTemporaryFile(suffix=".ini", delete=False).name
+ else:
+ self._temp_file_in = povPath + ".pov"
+ self._temp_file_out = renderImagePath + ".png" # PNG with POV-Ray 3.7, can show the background color with alpha. In the long run using the POV-Ray interactive preview like bishop 3D could solve the preview for all formats.
+ #self._temp_file_out = renderImagePath + ".tga"
+ self._temp_file_ini = povPath + ".ini"
+ '''
+ self._temp_file_in = "/test.pov"
+ self._temp_file_out = "/test.png" # PNG with POV-Ray 3.7, can show the background color with alpha. In the long run using the POV-Ray interactive preview like bishop 3D could solve the preview for all formats.
+ #self._temp_file_out = "/test.tga"
+ self._temp_file_ini = "/test.ini"
+ '''
+
+ def info_callback(txt):
+ self.update_stats("", "POV-Ray 3.7: " + txt)
+
+ write_pov(self._temp_file_in, scene, info_callback)
+
+ def _render(self, scene):
+
+ try:
+ os.remove(self._temp_file_out) # so as not to load the old file
+ except OSError:
+ pass
+
+ write_pov_ini(self._temp_file_ini, self._temp_file_in, self._temp_file_out)
+
+ print ("***-STARTING-***")
+
+ pov_binary = "povray"
+
+ extra_args = []
+
+ if scene.pov_command_line_switches != "":
+ for newArg in scene.pov_command_line_switches.split(" "):
+ extra_args.append(newArg)
+
+ if sys.platform[:3] == "win":
+ import winreg
+ import platform as pltfrm
+ if pltfrm.architecture()[0] == "64bit":
+ bitness = 64
+ else:
+ bitness = 32
+
+ regKey = winreg.OpenKey(winreg.HKEY_CURRENT_USER, "Software\\POV-Ray\\v3.7\\Windows")
+
+ # TODO, report api
+
+ # 64 bits blender
+ if bitness == 64:
+ try:
+ pov_binary = winreg.QueryValueEx(regKey, "Home")[0] + "\\bin\\pvengine64"
+ self._process = subprocess.Popen([pov_binary, self._temp_file_ini] + extra_args)
+ # This would work too but means we have to wait until its done:
+ # os.system("%s %s" % (pov_binary, self._temp_file_ini))
+
+ except OSError:
+ # someone might run povray 32 bits on a 64 bits blender machine
+ try:
+ pov_binary = winreg.QueryValueEx(regKey, "Home")[0] + "\\bin\\pvengine"
+ self._process = subprocess.Popen([pov_binary, self._temp_file_ini] + extra_args)
+
+ except OSError:
+ # TODO, report api
+ print("POV-Ray 3.7: could not execute '%s', possibly POV-Ray isn't installed" % pov_binary)
+ import traceback
+ traceback.print_exc()
+ print ("***-DONE-***")
+ return False
+
+ else:
+ print("POV-Ray 3.7 64 bits could not execute, running 32 bits instead")
+ print("Command line arguments passed: " + str(extra_args))
+ return True
+
+ else:
+ print("POV-Ray 3.7 64 bits found")
+ print("Command line arguments passed: " + str(extra_args))
+ return True
+
+ #32 bits blender
+ else:
+ try:
+ pov_binary = winreg.QueryValueEx(regKey, "Home")[0] + "\\bin\\pvengine"
+ self._process = subprocess.Popen([pov_binary, self._temp_file_ini] + extra_args)
+
+ # someone might also run povray 64 bits with a 32 bits build of blender.
+ except OSError:
+ try:
+ pov_binary = winreg.QueryValueEx(regKey, "Home")[0] + "\\bin\\pvengine64"
+ self._process = subprocess.Popen([pov_binary, self._temp_file_ini] + extra_args)
+
+ except OSError:
+ # TODO, report api
+ print("POV-Ray 3.7: could not execute '%s', possibly POV-Ray isn't installed" % pov_binary)
+ import traceback
+ traceback.print_exc()
+ print ("***-DONE-***")
+ return False
+
+ else:
+ print("Running POV-Ray 3.7 64 bits build with 32 bits Blender, \nYou might want to run Blender 64 bits as well.")
+ print("Command line arguments passed: " + str(extra_args))
+ return True
+
+ else:
+ print("POV-Ray 3.7 32 bits found")
+ print("Command line arguments passed: " + str(extra_args))
+ return True
+
+ else:
+ # DH - added -d option to prevent render window popup which leads to segfault on linux
+ extra_args.append("-d")
+
+ # TODO, when POV-Ray isn't found this can probably still give a cryptic error on linux,
+ # would be nice to be able to detect if it exists
+
+ print("Command line arguments passed: " + str(extra_args))
+
+ def _cleanup(self):
+ for f in (self._temp_file_in, self._temp_file_ini, self._temp_file_out):
+ try:
+ os.unlink(f)
+ except OSError: # was that the proper error type?
+ #print("POV-Ray 3.7: could not remove/unlink TEMP file %s" % f.name)
+ pass
+ #print("")
+
+ self.update_stats("", "")
+
+ def render(self, scene):
+ import tempfile
+
+ print("***INITIALIZING***")
+
+##WIP output format
+## if r.file_format == 'OPENEXR':
+## fformat = 'EXR'
+## render.color_mode = 'RGBA'
+## else:
+## fformat = 'TGA'
+## r.file_format = 'TARGA'
+## r.color_mode = 'RGBA'
+
+ blendSceneName = bpy.data.filepath.split(os.path.sep)[-1].split(".")[0]
+ povSceneName = ""
+ povPath = ""
+ renderImagePath = ""
+
+ scene.frame_set(scene.frame_current) # has to be called to update the frame on exporting animations
+
+ if not scene.pov_tempfiles_enable:
+
+ # check paths
+ povPath = bpy.path.abspath(scene.pov_scene_path).replace('\\', '/')
+ if povPath == "":
+ if bpy.path.abspath("//") != "":
+ povPath = bpy.path.abspath("//")
+ else:
+ povPath = tempfile.gettempdir()
+ elif povPath.endswith("/"):
+ if povPath == "/":
+ povPath = bpy.path.abspath("//")
+ else:
+ povPath = bpy.path.abspath(scene.pov_scene_path)
+
+ if not os.path.exists(povPath):
+ try:
+ os.makedirs(povPath)
+ except:
+ import traceback
+ traceback.print_exc()
+
+ print("POV-Ray 3.7: Cannot create scenes directory: %r" % povPath)
+ self.update_stats("", "POV-Ray 3.7: Cannot create scenes directory %r" % povPath)
+ time.sleep(2.0)
+ return
+
+ '''
+ # Bug in POV-Ray RC3
+ renderImagePath = bpy.path.abspath(scene.pov_renderimage_path).replace('\\','/')
+ if renderImagePath == "":
+ if bpy.path.abspath("//") != "":
+ renderImagePath = bpy.path.abspath("//")
+ else:
+ renderImagePath = tempfile.gettempdir()
+ #print("Path: " + renderImagePath)
+ elif path.endswith("/"):
+ if renderImagePath == "/":
+ renderImagePath = bpy.path.abspath("//")
+ else:
+ renderImagePath = bpy.path.abspath(scene.pov_renderimage_path)
+ if not os.path.exists(path):
+ print("POV-Ray 3.7: Cannot find render image directory")
+ self.update_stats("", "POV-Ray 3.7: Cannot find render image directory")
+ time.sleep(2.0)
+ return
+ '''
+
+ # check name
+ if scene.pov_scene_name == "":
+ if blendSceneName != "":
+ povSceneName = blendSceneName
+ else:
+ povSceneName = "untitled"
+ else:
+ povSceneName = scene.pov_scene_name
+ if os.path.isfile(povSceneName):
+ povSceneName = os.path.basename(povSceneName)
+ povSceneName = povSceneName.split('/')[-1].split('\\')[-1]
+ if not povSceneName:
+ print("POV-Ray 3.7: Invalid scene name")
+ self.update_stats("", "POV-Ray 3.7: Invalid scene name")
+ time.sleep(2.0)
+ return
+ povSceneName = os.path.splitext(povSceneName)[0]
+
+ print("Scene name: " + povSceneName)
+ print("Export path: " + povPath)
+ povPath = os.path.join(povPath, povSceneName)
+ povPath = os.path.realpath(povPath)
+
+ # renderImagePath = renderImagePath + "\\" + povSceneName # for now this has to be the same like the pov output. Bug in POV-Ray RC3.
+ renderImagePath = povPath # Bugfix for POV-Ray RC3 bug
+ # renderImagePath = os.path.realpath(renderImagePath) # Bugfix for POV-Ray RC3 bug
+
+ #print("Export path: %s" % povPath)
+ #print("Render Image path: %s" % renderImagePath)
+
+ # start export
+ self.update_stats("", "POV-Ray 3.7: Exporting data from Blender")
+ self._export(scene, povPath, renderImagePath)
+ self.update_stats("", "POV-Ray 3.7: Parsing File")
+
+ if not self._render(scene):
+ self.update_stats("", "POV-Ray 3.7: Not found")
+ return
+
+ r = scene.render
+ # compute resolution
+ x = int(r.resolution_x * r.resolution_percentage * 0.01)
+ y = int(r.resolution_y * r.resolution_percentage * 0.01)
+
+ # Wait for the file to be created
+ while not os.path.exists(self._temp_file_out):
+ # print("***POV WAITING FOR FILE***")
+ if self.test_break():
+ try:
+ self._process.terminate()
+ print("***POV INTERRUPTED***")
+ except OSError:
+ pass
+ break
+
+ poll_result = self._process.poll()
+ if poll_result is not None:
+ print("***POV PROCESS FAILED : %s ***" % poll_result)
+ self.update_stats("", "POV-Ray 3.7: Failed")
+ break
+
+ time.sleep(self.DELAY)
+
+ if os.path.exists(self._temp_file_out):
+ # print("***POV FILE OK***")
+ self.update_stats("", "POV-Ray 3.7: Rendering")
+
+ prev_size = -1
+
+ def update_image():
+ xmin = int(r.border_min_x * x)
+ ymin = int(r.border_min_y * y)
+ xmax = int(r.border_max_x * x)
+ ymax = int(r.border_max_y * y)
+
+ # print("***POV UPDATING IMAGE***")
+ result = self.begin_result(0, 0, x, y)
+ #result = self.begin_result(xmin, ymin, xmax - xmin, ymax - ymin) # XXX, test for border render.
+ lay = result.layers[0]
+ # possible the image wont load early on.
+ try:
+ lay.load_from_file(self._temp_file_out)
+ #lay.load_from_file(self._temp_file_out, xmin, ymin) # XXX, test for border render.
+ except RuntimeError:
+ pass
+ self.end_result(result)
+
+ # Update while POV-Ray renders
+ while True:
+ # print("***POV RENDER LOOP***")
+
+ # test if POV-Ray exists
+ if self._process.poll() is not None:
+ print("***POV PROCESS FINISHED***")
+ update_image()
+ break
+
+ # user exit
+ if self.test_break():
+ try:
+ self._process.terminate()
+ print("***POV PROCESS INTERRUPTED***")
+ except OSError:
+ pass
+
+ break
+
+ # Would be nice to redirect the output
+ # stdout_value, stderr_value = self._process.communicate() # locks
+
+ # check if the file updated
+ new_size = os.path.getsize(self._temp_file_out)
+
+ if new_size != prev_size:
+ update_image()
+ prev_size = new_size
+
+ time.sleep(self.DELAY)
+ else:
+ print("***POV FILE NOT FOUND***")
+
+ print("***POV FINISHED***")
+ #time.sleep(self.DELAY)
+ if scene.pov_tempfiles_enable or scene.pov_deletefiles_enable:
+ self._cleanup()