# ##### 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 ##### bl_addon_info = { "name": "PovRay 3.7", "author": "Campbell Barton, Silvio Falcinelli, Maurice Raybaud", "version": (0, 0, 3), "blender": (2, 5, 4), "api": 31667, "location": "Info Header (engine dropdown)", "description": "Basic povray 3.7 integration for blender", "warning": "both povray 3.7 and this script are beta", "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.5/Py/"\ "Scripts/Render/PovRay", "tracker_url": "https://projects.blender.org/tracker/index.php?"\ "func=detail&atid=468&aid=22717&group_id=153", "category": "Render"} if "bpy" in locals(): import imp imp.reload(ui) imp.reload(render) else: import bpy from bpy.props import * from render_povray import ui from render_povray import render def register(): Scene = bpy.types.Scene # Not a real pov option, just to know if we should write Scene.pov_radio_enable = BoolProperty( name="Enable Radiosity", description="Enable povrays radiosity calculation", default=False) Scene.pov_radio_display_advanced = BoolProperty( name="Advanced Options", description="Show advanced options", default=False) Scene.pov_baking_enable = BoolProperty( name="Enable Baking", description="Enable povrays texture baking", default=False) # Real pov options Scene.pov_radio_adc_bailout = FloatProperty( name="ADC Bailout", description="The adc_bailout for radiosity rays. Use adc_bailout = 0.01 / brightest_ambient_object for good results", min=0.0, max=1000.0, soft_min=0.0, soft_max=1.0, default=0.01) Scene.pov_radio_always_sample = BoolProperty( name="Always Sample", description="Only use the data from the pretrace step and not gather any new samples during the final radiosity pass", default=True) Scene.pov_radio_brightness = FloatProperty( name="Brightness", description="Amount objects are brightened before being returned upwards to the rest of the system", min=0.0, max=1000.0, soft_min=0.0, soft_max=10.0, default=1.0) Scene.pov_radio_count = IntProperty( name="Ray Count", description="Number of rays that are sent out whenever a new radiosity value has to be calculated", min=1, max=1600, default=35) Scene.pov_radio_error_bound = FloatProperty( name="Error Bound", description="One of the two main speed/quality tuning values, lower values are more accurate", min=0.0, max=1000.0, soft_min=0.1, soft_max=10.0, default=1.8) Scene.pov_radio_gray_threshold = FloatProperty( name="Gray Threshold", description="One of the two main speed/quality tuning values, lower values are more accurate", min=0.0, max=1.0, soft_min=0, soft_max=1, default=0.0) Scene.pov_radio_low_error_factor = FloatProperty( name="Low Error Factor", description="If you calculate just enough samples, but no more, you will get an image which has slightly blotchy lighting", min=0.0, max=1.0, soft_min=0.0, soft_max=1.0, default=0.5) # max_sample - not available yet Scene.pov_radio_media = BoolProperty( name="Media", description="Radiosity estimation can be affected by media", default=False) Scene.pov_radio_minimum_reuse = FloatProperty( name="Minimum Reuse", description="Fraction of the screen width which sets the minimum radius of reuse for each sample point (At values higher than 2% expect errors)", min=0.0, max=1.0, soft_min=0.1, soft_max=0.1, default=0.015) Scene.pov_radio_nearest_count = IntProperty( name="Nearest Count", description="Number of old ambient values blended together to create a new interpolated value", min=1, max=20, default=5) Scene.pov_radio_normal = BoolProperty( name="Normals", description="Radiosity estimation can be affected by normals", default=False) Scene.pov_radio_recursion_limit = IntProperty( name="Recursion Limit", description="how many recursion levels are used to calculate the diffuse inter-reflection", min=1, max=20, default=3) ########################################MR###################################### Mat = bpy.types.Material Mat.pov_irid_enable = BoolProperty( name="Enable Iridescence", description="Newton's thin film interference (like an oil slick on a puddle of water or the rainbow hues of a soap bubble.)", default=False) Mat.pov_mirror_use_IOR = BoolProperty( name="Correct Reflection", description="Use same IOR as raytrace transparency to calculate mirror reflections. More physically correct", default=False) Mat.pov_mirror_metallic = BoolProperty( name="Metallic Reflection", description="mirror reflections get colored as diffuse (for metallic materials)", default=False) Mat.pov_conserve_energy = BoolProperty( name="Conserve Energy", description="Light transmitted is more correctly reduced by mirror reflections, also the sum of diffuse and translucency gets reduced below one ", default=True) Mat.pov_irid_amount = FloatProperty( name="amount", description="Contribution of the iridescence effect to the overall surface color. As a rule of thumb keep to around 0.25 (25% contribution) or less, but experiment. If the surface is coming out too white, try lowering the diffuse and possibly the ambient values of the surface.", min=0.0, max=1.0, soft_min=0.01, soft_max=1.0, default=0.25) Mat.pov_irid_thickness = FloatProperty( name="thickness", description="A very thin film will have a high frequency of color changes while a thick film will have large areas of color.", min=0.0, max=1000.0, soft_min=0.1, soft_max=10.0, default=1) Mat.pov_irid_turbulence = FloatProperty( name="turbulence", description="This parameter varies the thickness.", min=0.0, max=10.0, soft_min=0.000, soft_max=1.0, default=0) Mat.pov_caustics_enable = BoolProperty( name="Caustics", description="use only fake refractive caustics (default) or photon based reflective/refractive caustics", default=True) Mat.pov_fake_caustics = BoolProperty( name="Fake Caustics", description="use only (Fast) fake refractive caustics", default=True) Mat.pov_fake_caustics_power = FloatProperty( name="Fake caustics power", description="Values typically range from 0.0 to 1.0 or higher. Zero is no caustics. Low, non-zero values give broad hot-spots while higher values give tighter, smaller simulated focal points", min=0.00, max=10.0, soft_min=0.00, soft_max=1.10, default=0.1) Mat.pov_photons_refraction = BoolProperty( name="Refractive Photon Caustics", description="more physically correct", default=False) Mat.pov_photons_dispersion = FloatProperty( name="chromatic dispersion", description="Light passing through will be separated according to wavelength. This ratio of refractive indices for violet to red controls how much the colors are spread out 1 = no dispersion, good values are 1.01 to 1.1", min=1.00, max=10.0, soft_min=1.00, soft_max=1.10, default=1.00) Mat.pov_photons_reflection = BoolProperty( name="Reflective Photon Caustics", description="Use this to make your Sauron's ring ;-P", default=False) Mat.pov_refraction_type = EnumProperty( items=[("0","None","use only reflective caustics"), ("1","Fake Caustics","use fake caustics"), ("2","Photons Caustics","use photons for refractive caustics"), ], name="Refractive", description="use fake caustics (fast) or true photons for refractive Caustics", default="1")#ui.py has to be loaded before render.py with this. ######################################EndMR##################################### def unregister(): import bpy Scene = bpy.types.Scene Mat = bpy.types.Material # MR del Scene.pov_radio_enable del Scene.pov_radio_display_advanced del Scene.pov_radio_adc_bailout del Scene.pov_radio_always_sample del Scene.pov_radio_brightness del Scene.pov_radio_count del Scene.pov_radio_error_bound del Scene.pov_radio_gray_threshold del Scene.pov_radio_low_error_factor del Scene.pov_radio_media del Scene.pov_radio_minimum_reuse del Scene.pov_radio_nearest_count del Scene.pov_radio_normal del Scene.pov_radio_recursion_limit del Scene.pov_baking_enable # MR del Mat.pov_irid_enable # MR del Mat.pov_mirror_use_IOR # MR del Mat.pov_mirror_metallic # MR del Mat.pov_conserve_energy # MR del Mat.pov_irid_amount # MR del Mat.pov_irid_thickness # MR del Mat.pov_irid_turbulence # MR del Mat.pov_caustics_enable # MR del Mat.pov_fake_caustics # MR del Mat.pov_fake_caustics_power # MR del Mat.pov_photons_refraction # MR del Mat.pov_photons_dispersion # MR del Mat.pov_photons_reflection # MR del Mat.pov_refraction_type # MR if __name__ == "__main__": register()