# ***** 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 #**** # import bpy import subprocess import os import sys import time from math import atan, pi, degrees, sqrt, cos, sin import re import random import platform# import subprocess# from bpy.types import(Operator) from imghdr import what #imghdr is a python lib to identify image file types from . import df3 # for smoke rendering from . import shading # for BI POV haders emulation from . import primitives # for import and export of POV specific primitives from . import nodes # for POV specific nodes ##############################SF########################### ##############find image texture def imageFormat(imgF): ext = { 'JPG': "jpeg", 'JPEG': "jpeg", 'GIF': "gif", 'TGA': "tga", 'IFF': "iff", 'PPM': "ppm", 'PNG': "png", 'SYS': "sys", 'TIFF': "tiff", 'TIF': "tiff", 'EXR': "exr", 'HDR': "hdr", }.get(os.path.splitext(imgF)[-1].upper(), "") if not ext: #maybe add a check for if path exists here? print(" WARNING: texture image has no extension") #too verbose ext = what(imgF) #imghdr is a python lib to identify image file types 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 " elif ts.mapping == 'TUBE': image_map = "map_type 2 " ## 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 3 " #elif ts.mapping=="?": # image_map = " map_type 4 " 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 imgMapTransforms(ts): # XXX TODO: unchecked textures give error of variable referenced before assignment XXX # POV-Ray "scale" is not a number of repetitions factor, but ,its # inverse, a standard scale factor. # 0.5 Offset is needed relatively to scale because center of the # scale is 0.5,0.5 in blender and 0,0 in POV # Strange that the translation factor for scale is not the same as for # translate. # TODO: verify both matches with blender internal. image_map_transforms = "" image_map_transforms = ("scale <%.4g,%.4g,%.4g> translate <%.4g,%.4g,%.4g>" % \ ( 1.0 / ts.scale.x, 1.0 / ts.scale.y, 1.0 / ts.scale.z, 0.5-(0.5/ts.scale.x) - (ts.offset.x), 0.5-(0.5/ts.scale.y) - (ts.offset.y), ts.offset.z)) # image_map_transforms = (" translate <-0.5,-0.5,0.0> scale <%.4g,%.4g,%.4g> translate <%.4g,%.4g,%.4g>" % \ # ( 1.0 / ts.scale.x, # 1.0 / ts.scale.y, # 1.0 / ts.scale.z, # (0.5 / ts.scale.x) + ts.offset.x, # (0.5 / ts.scale.y) + ts.offset.y, # ts.offset.z)) # image_map_transforms = ("translate <-0.5,-0.5,0> scale <-1,-1,1> * <%.4g,%.4g,%.4g> translate <0.5,0.5,0> + <%.4g,%.4g,%.4g>" % \ # (1.0 / ts.scale.x, # 1.0 / ts.scale.y, # 1.0 / ts.scale.z, # ts.offset.x, # ts.offset.y, # ts.offset.z)) return image_map_transforms def imgMapBG(wts): image_mapBG = "" # texture_coords refers to the mapping of world textures: if wts.texture_coords == 'VIEW' or wts.texture_coords == 'GLOBAL': image_mapBG = " map_type 0 " 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 path_image(image): return bpy.path.abspath(image.filepath, library=image.library).replace("\\","/") # .replace("\\","/") to get only forward slashes as it's what POV prefers, # even on windows # end find image texture # ----------------------------------------------------------------------------- def string_strip_hyphen(name): 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 = string_strip_hyphen(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########################### def is_renderable(scene, ob): return (ob.is_visible(scene) and not ob.hide_render) def renderable_objects(scene): return [ob for ob in bpy.data.objects if is_renderable(scene, ob)] tabLevel = 0 unpacked_images=[] user_dir = bpy.utils.resource_path('USER') preview_dir = os.path.join(user_dir, "preview") ## Make sure Preview directory exists and is empty smokePath = os.path.join(preview_dir, "smoke.df3") def write_global_setting(scene,file): file.write("global_settings {\n") file.write(" assumed_gamma %.6f\n"%scene.pov.assumed_gamma) if scene.pov.global_settings_advanced: if scene.pov.radio_enable == False: file.write(" adc_bailout %.6f\n"%scene.pov.adc_bailout) file.write(" ambient_light <%.6f,%.6f,%.6f>\n"%scene.pov.ambient_light[:]) file.write(" irid_wavelength <%.6f,%.6f,%.6f>\n"%scene.pov.irid_wavelength[:]) file.write(" charset %s\n"%scene.pov.charset) file.write(" max_trace_level %s\n"%scene.pov.max_trace_level) file.write(" max_intersections %s\n"%scene.pov.max_intersections) file.write(" number_of_waves %s\n"%scene.pov.number_of_waves) file.write(" noise_generator %s\n"%scene.pov.noise_generator) # below properties not added to __init__ yet to avoid conflicts with material sss scale # unless it would override then should be interfaced also in scene units property tab # if scene.pov.sslt_enable: # file.write(" mm_per_unit %s\n"%scene.pov.mm_per_unit) # file.write(" subsurface {\n") # file.write(" samples %s, %s\n"%(scene.pov.sslt_samples_max,scene.pov.sslt_samples_min)) # if scene.pov.sslt_radiosity: # file.write(" radiosity on\n") # file.write("}\n") if scene.pov.radio_enable: file.write(" radiosity {\n") file.write(" pretrace_start %.6f\n"%scene.pov.radio_pretrace_start) file.write(" pretrace_end %.6f\n"%scene.pov.radio_pretrace_end) file.write(" count %s\n"%scene.pov.radio_count) file.write(" nearest_count %s\n"%scene.pov.radio_nearest_count) file.write(" error_bound %.6f\n"%scene.pov.radio_error_bound) file.write(" recursion_limit %s\n"%scene.pov.radio_recursion_limit) file.write(" low_error_factor %.6f\n"%scene.pov.radio_low_error_factor) file.write(" gray_threshold %.6f\n"%scene.pov.radio_gray_threshold) file.write(" maximum_reuse %.6f\n"%scene.pov.radio_maximum_reuse) file.write(" minimum_reuse %.6f\n"%scene.pov.radio_minimum_reuse) file.write(" brightness %.6f\n"%scene.pov.radio_brightness) file.write(" adc_bailout %.6f\n"%scene.pov.radio_adc_bailout) if scene.pov.radio_normal: file.write(" normal on\n") if scene.pov.radio_always_sample: file.write(" always_sample on\n") if scene.pov.radio_media: file.write(" media on\n") if scene.pov.radio_subsurface: file.write(" subsurface on\n") file.write(" }\n") if scene.pov.photon_enable: file.write(" photons {\n") if scene.pov.photon_enable_count: file.write(" count %s\n"%scene.pov.photon_count) else: file.write(" spacing %.6g\n"%scene.pov.photon_spacing) if scene.pov.photon_gather: file.write(" gather %s, %s\n"%(scene.pov.photon_gather_min,scene.pov.photon_gather_max)) if scene.pov.photon_autostop: file.write(" autostop %.4g\n"%scene.pov.photon_autostop_value) if scene.pov.photon_jitter_enable: file.write(" jitter %.4g\n"%scene.pov.photon_jitter) file.write(" max_trace_level %s\n"%scene.pov.photon_max_trace_level) if scene.pov.photon_adc: file.write(" adc_bailout %.6f\n"%scene.pov.photon_adc_bailout) if scene.pov.photon_media_enable: file.write(" media %s, %s\n"%(scene.pov.photon_media_steps,scene.pov.photon_media_factor)) if scene.pov.photon_map_file_save_load in {'save'}: filePhName = 'Photon_map_file.ph' if scene.pov.photon_map_file != '': filePhName = scene.pov.photon_map_file+'.ph' filePhDir = tempfile.gettempdir() path = bpy.path.abspath(scene.pov.photon_map_dir) if os.path.exists(path): filePhDir = path fullFileName = os.path.join(filePhDir,filePhName) file.write(' save_file "%s"\n'%fullFileName) scene.pov.photon_map_file = fullFileName if scene.pov.photon_map_file_save_load in {'load'}: fullFileName = bpy.path.abspath(scene.pov.photon_map_file) if os.path.exists(fullFileName): file.write(' load_file "%s"\n'%fullFileName) file.write("}\n") file.write("}\n") def write_object_modifiers(scene,ob,File): '''XXX WIP onceCSG = 0 for mod in ob.modifiers: if onceCSG == 0: if mod : if mod.type == 'BOOLEAN': if ob.pov.boolean_mod == "POV": File.write("\tinside_vector <%.6g, %.6g, %.6g>\n" % (ob.pov.inside_vector[0], ob.pov.inside_vector[1], ob.pov.inside_vector[2])) onceCSG = 1 ''' if ob.pov.hollow: File.write("\thollow\n") if ob.pov.double_illuminate: File.write("\tdouble_illuminate\n") if ob.pov.sturm: File.write("\tsturm\n") if ob.pov.no_shadow: File.write("\tno_shadow\n") if ob.pov.no_image: File.write("\tno_image\n") if ob.pov.no_reflection: File.write("\tno_reflection\n") if ob.pov.no_radiosity: File.write("\tno_radiosity\n") if ob.pov.inverse: File.write("\tinverse\n") if ob.pov.hierarchy: File.write("\thierarchy\n") # XXX, Commented definitions ''' if scene.pov.photon_enable: File.write("photons {\n") if ob.pov.target: File.write("target %.4g\n"%ob.pov.target_value) if ob.pov.refraction: File.write("refraction on\n") if ob.pov.reflection: File.write("reflection on\n") if ob.pov.pass_through: File.write("pass_through\n") File.write("}\n") if ob.pov.object_ior > 1: File.write("interior {\n") File.write("ior %.4g\n"%ob.pov.object_ior) if scene.pov.photon_enable and ob.pov.target and ob.pov.refraction and ob.pov.dispersion: File.write("ior %.4g\n"%ob.pov.dispersion_value) File.write("ior %s\n"%ob.pov.dispersion_samples) if scene.pov.photon_enable == False: File.write("caustics %.4g\n"%ob.pov.fake_caustics_power) ''' 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') comments = scene.pov.comments_enable and not scene.pov.tempfiles_enable linebreaksinlists = scene.pov.list_lf_enable and not scene.pov.tempfiles_enable feature_set = bpy.context.user_preferences.addons[__package__].preferences.branch_feature_set_povray using_uberpov = (feature_set=='uberpov') pov_binary = PovrayRender._locate_binary() if using_uberpov: print("Unofficial UberPOV feature set chosen in preferences") else: print("Official POV-Ray 3.7 feature set chosen in preferences") if 'uber' in pov_binary: print("The name of the binary suggests you are probably rendering with Uber POV engine") else: print("The name of the binary suggests you are probably rendering with standard POV engine") def setTab(tabtype, spaces): TabStr = "" if tabtype == 'NONE': TabStr = "" elif tabtype == 'TAB': TabStr = "\t" elif tabtype == 'SPACE': TabStr = spaces * " " return TabStr tab = setTab(scene.pov.indentation_character, scene.pov.indentation_spaces) if not scene.pov.tempfiles_enable: def tabWrite(str_o): 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: def tabWrite(str_o): file.write(str_o) def uniqueName(name, nameSeq): if name not in nameSeq: name = string_strip_hyphen(name) return name name_orig = name i = 1 while name in nameSeq: name = "%s_%.3d" % (name_orig, i) i += 1 name = string_strip_hyphen(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[1][0], matrix[2][0], matrix[0][1], matrix[1][1], matrix[2][1], matrix[0][2], matrix[1][2], matrix[2][2], matrix[0][3], matrix[1][3], matrix[2][3])) def MatrixAsPovString(matrix): sMatrix = ("matrix <%.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f>\n" % (matrix[0][0], matrix[1][0], matrix[2][0], matrix[0][1], matrix[1][1], matrix[2][1], matrix[0][2], matrix[1][2], matrix[2][2], matrix[0][3], matrix[1][3], matrix[2][3])) return sMatrix 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 # Commented out: always write IOR to be able to use it for SSS, Fresnel reflections... #if material and material.transparency_method == 'RAYTRACE': if material: # 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) # Then the raytrace IOR taken from raytrace transparency properties and used for # reflections if IOR Mirror option is checked. elif material.pov.mirror_use_IOR: 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 not material.pov.refraction_caustics: 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: # Default of 1 means no dispersion tabWrite("dispersion %.6f\n" % material.pov.photons_dispersion) tabWrite("dispersion_samples %.d\n" % material.pov.photons_dispersion_samples) #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 material.pov.photons_reflection or material.pov.refraction_type=="2": tabWrite("photons{") tabWrite("target %.3g\n" % ob.pov.spacing_multiplier) if not ob.pov.collect_photons: tabWrite("collect off\n") if pov_photons_refraction: tabWrite("refraction on\n") if pov_photons_reflection: tabWrite("reflection on\n") tabWrite("}\n") materialNames = {} DEF_MAT_NAME = "" #or "Default"? 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 = render.resolution_x / render.resolution_y tabWrite("#declare camLocation = <%.6f, %.6f, %.6f>;\n" % matrix.translation[:]) 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.translation[:]) if camera.data.pov.dof_enable and (focal_point != 0 or camera.data.dof_object): 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) if camera.data.dof_object: focalOb = scene.objects[camera.data.dof_object.name] matrixBlur = global_matrix * focalOb.matrix_world tabWrite("focal_point <%.4f,%.4f,%.4f>\n"% matrixBlur.translation[:]) else: tabWrite("focal_point <0, 0, %f>\n" % focal_point) if camera.data.pov.normal_enable: tabWrite("normal {%s %.4f turbulence %.4f scale %.4f}\n"% (camera.data.pov.normal_patterns, camera.data.pov.cam_normal, camera.data.pov.turbulence, camera.data.pov.scale)) tabWrite("}\n") def exportLamps(lamps): # Incremented after each lamp export to declare its target # currently used for Fresnel diffuse shader as their slope vector: global lampCount lampCount = 0 # Get all lamps for ob in lamps: lamp = ob.data matrix = global_matrix * ob.matrix_world # Color is modified by energy #muiltiplie by 2 for a better match --Maurice color = tuple([c * lamp.energy for c in lamp.color]) tabWrite("light_source {\n") tabWrite("< 0,0,0 >\n") tabWrite("color srgb<%.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") if lamp.use_halo: tabWrite("looks_like{\n") tabWrite("sphere{<0,0,0>,%.6f\n" %lamp.distance) tabWrite("hollow\n") tabWrite("material{\n") tabWrite("texture{\n") tabWrite("pigment{rgbf<1,1,1,%.4f>}\n" % (lamp.halo_intensity*5.0)) tabWrite("}\n") tabWrite("interior{\n") tabWrite("media{\n") tabWrite("emission 1\n") tabWrite("scattering {1, 0.5}\n") tabWrite("density{\n") tabWrite("spherical\n") tabWrite("color_map{\n") tabWrite("[0.0 rgb <0,0,0>]\n") tabWrite("[0.5 rgb <1,1,1>]\n") tabWrite("[1.0 rgb <1,1,1>]\n") tabWrite("}\n") tabWrite("}\n") tabWrite("}\n") tabWrite("}\n") tabWrite("}\n") tabWrite("}\n") tabWrite("}\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 / 2.0)) # Area lights have no falloff type, so always use blenders lamp quad equivalent # for those? tabWrite("fade_power %d\n" % 0) 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 <%.6f,0,0>,<0,%.6f,0> %d, %d\n" % \ (size_x, size_y, samples_x, samples_y)) tabWrite("area_illumination\n") if lamp.shadow_ray_sample_method == 'CONSTANT_JITTERED': if lamp.use_jitter: tabWrite("jitter\n") else: tabWrite("adaptive 1\n") tabWrite("jitter\n") # HEMI never has any shadow_method attribute if(not scene.render.use_shadows or lamp.type == 'HEMI' or (lamp.type != 'HEMI' and lamp.shadow_method == 'NOSHADOW')): tabWrite("shadowless\n") # 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. if lamp.type not in {'SUN', 'AREA', 'HEMI'}: tabWrite("fade_distance %.6f\n" % (lamp.distance / 10.0)) 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 # supposing using no fade power keyword would default to constant, no attenuation. elif lamp.falloff_type == 'CONSTANT': pass # Using Custom curve for fade power 3 for now. elif lamp.falloff_type == 'CUSTOM_CURVE': tabWrite("fade_power %d\n" % 4) writeMatrix(matrix) tabWrite("}\n") lampCount += 1 # v(A,B) rotates vector A about origin by vector B. file.write("#declare lampTarget%s= vrotate(<%.4g,%.4g,%.4g>,<%.4g,%.4g,%.4g>);\n" % \ (lampCount, -(ob.location.x), -(ob.location.y), -(ob.location.z), ob.rotation_euler.x, ob.rotation_euler.y, ob.rotation_euler.z)) #################################################################################################### def exportRainbows(rainbows): for ob in rainbows: povdataname = ob.data.name #enough? angle = degrees(ob.data.spot_size/2.5) #radians in blender (2 width = ob.data.spot_blend *10 distance = ob.data.shadow_buffer_clip_start #eps=0.0000001 #angle = br/(cr+eps) * 10 #eps is small epsilon variable to avoid dividing by zero #width = ob.dimensions[2] #now let's say width of rainbow is the actual proxy height # formerly: #cz-bz # let's say width of the rainbow is height of the cone (interfacing choice # v(A,B) rotates vector A about origin by vector B. # and avoid a 0 length vector by adding 1 # file.write("#declare %s_Target= vrotate(<%.6g,%.6g,%.6g>,<%.4g,%.4g,%.4g>);\n" % \ # (povdataname, -(ob.location.x+0.1), -(ob.location.y+0.1), -(ob.location.z+0.1), # ob.rotation_euler.x, ob.rotation_euler.y, ob.rotation_euler.z)) direction = (ob.location.x,ob.location.y,ob.location.z) # not taking matrix into account rmatrix = global_matrix * ob.matrix_world #ob.rotation_euler.to_matrix().to_4x4() * mathutils.Vector((0,0,1)) # XXX Is result of the below offset by 90 degrees? up =ob.matrix_world.to_3x3()[1].xyz #* global_matrix # XXX TO CHANGE: #formerly: #tabWrite("#declare %s = rainbow {\n"%povdataname) # clumsy for now but remove the rainbow from instancing # system because not an object. use lamps later instead of meshes #del data_ref[dataname] tabWrite("rainbow {\n") tabWrite("angle %.4f\n"%angle) tabWrite("width %.4f\n"%width) tabWrite("distance %.4f\n"%distance) tabWrite("arc_angle %.4f\n"%ob.pov.arc_angle) tabWrite("falloff_angle %.4f\n"%ob.pov.falloff_angle) tabWrite("direction <%.4f,%.4f,%.4f>\n"%rmatrix.translation[:]) tabWrite("up <%.4f,%.4f,%.4f>\n"%(up[0],up[1],up[2])) tabWrite("color_map {\n") tabWrite("[0.000 color srgbt<1.0, 0.5, 1.0, 1.0>]\n") tabWrite("[0.130 color srgbt<0.5, 0.5, 1.0, 0.9>]\n") tabWrite("[0.298 color srgbt<0.2, 0.2, 1.0, 0.7>]\n") tabWrite("[0.412 color srgbt<0.2, 1.0, 1.0, 0.4>]\n") tabWrite("[0.526 color srgbt<0.2, 1.0, 0.2, 0.4>]\n") tabWrite("[0.640 color srgbt<1.0, 1.0, 0.2, 0.4>]\n") tabWrite("[0.754 color srgbt<1.0, 0.5, 0.2, 0.6>]\n") tabWrite("[0.900 color srgbt<1.0, 0.2, 0.2, 0.7>]\n") tabWrite("[1.000 color srgbt<1.0, 0.2, 0.2, 1.0>]\n") tabWrite("}\n") povMatName = "Default_texture" #tabWrite("texture {%s}\n"%povMatName) write_object_modifiers(scene,ob,file) #tabWrite("rotate x*90\n") #matrix = global_matrix * ob.matrix_world #writeMatrix(matrix) tabWrite("}\n") #continue #Don't render proxy mesh, skip to next object ################################XXX LOFT, ETC. def exportCurves(scene, ob): name_orig = "OB" + ob.name dataname_orig = "DATA" + ob.data.name name = string_strip_hyphen(bpy.path.clean_name(name_orig)) dataname = string_strip_hyphen(bpy.path.clean_name(dataname_orig)) global_matrix = mathutils.Matrix.Rotation(-pi / 2.0, 4, 'X') matrix=global_matrix*ob.matrix_world bezier_sweep = False if ob.pov.curveshape == 'sphere_sweep': #inlined spheresweep macro, which itself calls Shapes.inc: file.write(' #include "shapes.inc"\n') file.write(' #macro Shape_Bezierpoints_Sphere_Sweep(_merge_shape, _resolution, _points_array, _radius_array)\n') file.write(' //input adjusting and inspection\n') file.write(' #if(_resolution <= 1)\n') file.write(' #local res = 1;\n') file.write(' #else\n') file.write(' #local res = int(_resolution);\n') file.write(' #end\n') file.write(' #if(dimensions(_points_array) != 1 | dimensions(_radius_array) != 1)\n') file.write(' #error ""\n') file.write(' #elseif(div(dimension_size(_points_array,1),4) - dimension_size(_points_array,1)/4 != 0)\n') file.write(' #error ""\n') file.write(' #elseif(dimension_size(_points_array,1) != dimension_size(_radius_array,1))\n') file.write(' #error ""\n') file.write(' #else\n') file.write(' #local n_of_seg = div(dimension_size(_points_array,1), 4);\n') file.write(' #local ctrl_pts_array = array[n_of_seg]\n') file.write(' #local ctrl_rs_array = array[n_of_seg]\n') file.write(' #for(i, 0, n_of_seg-1)\n') file.write(' #local ctrl_pts_array[i] = array[4] {_points_array[4*i], _points_array[4*i+1], _points_array[4*i+2], _points_array[4*i+3]}\n') file.write(' #local ctrl_rs_array[i] = array[4] {abs(_radius_array[4*i]), abs(_radius_array[4*i+1]), abs(_radius_array[4*i+2]), abs(_radius_array[4*i+3])}\n') file.write(' #end\n') file.write(' #end\n') file.write(' //drawing\n') file.write(' #local mockup1 =\n') file.write(' #if(_merge_shape) merge{ #else union{ #end\n') file.write(' #for(i, 0, n_of_seg-1)\n') file.write(' #local has_head = true;\n') file.write(' #if(i = 0)\n') file.write(' #if(vlength(ctrl_pts_array[i][0]-ctrl_pts_array[n_of_seg-1][3]) = 0 & ctrl_rs_array[i][0]-ctrl_rs_array[n_of_seg-1][3] <= 0)\n') file.write(' #local has_head = false;\n') file.write(' #end\n') file.write(' #else\n') file.write(' #if(vlength(ctrl_pts_array[i][0]-ctrl_pts_array[i-1][3]) = 0 & ctrl_rs_array[i][0]-ctrl_rs_array[i-1][3] <= 0)\n') file.write(' #local has_head = false;\n') file.write(' #end\n') file.write(' #end\n') file.write(' #if(has_head = true)\n') file.write(' sphere{\n') file.write(' ctrl_pts_array[i][0], ctrl_rs_array[i][0]\n') file.write(' }\n') file.write(' #end\n') file.write(' #local para_t = (1/2)/res;\n') file.write(' #local this_point = ctrl_pts_array[i][0]*pow(1-para_t,3) + ctrl_pts_array[i][1]*3*pow(1-para_t,2)*para_t + ctrl_pts_array[i][2]*3*(1-para_t)*pow(para_t,2) + ctrl_pts_array[i][3]*pow(para_t,3);\n') file.write(' #local this_radius = ctrl_rs_array[i][0]*pow(1-para_t,3) + ctrl_rs_array[i][1]*3*pow(1-para_t,2)*para_t + ctrl_rs_array[i][2]*3*(1-para_t)*pow(para_t,2) + ctrl_rs_array[i][3]*pow(para_t,3);\n') file.write(' #if(vlength(this_point-ctrl_pts_array[i][0]) > abs(this_radius-ctrl_rs_array[i][0]))\n') file.write(' object{\n') file.write(' Connect_Spheres(ctrl_pts_array[i][0], ctrl_rs_array[i][0], this_point, this_radius)\n') file.write(' }\n') file.write(' #end\n') file.write(' sphere{\n') file.write(' this_point, this_radius\n') file.write(' }\n') file.write(' #for(j, 1, res-1)\n') file.write(' #local last_point = this_point;\n') file.write(' #local last_radius = this_radius;\n') file.write(' #local para_t = (1/2+j)/res;\n') file.write(' #local this_point = ctrl_pts_array[i][0]*pow(1-para_t,3) + ctrl_pts_array[i][1]*3*pow(1-para_t,2)*para_t + ctrl_pts_array[i][2]*3*(1-para_t)*pow(para_t,2) + ctrl_pts_array[i][3]*pow(para_t,3);\n') file.write(' #local this_radius = ctrl_rs_array[i][0]*pow(1-para_t,3) + ctrl_rs_array[i][1]*3*pow(1-para_t,2)*para_t + ctrl_rs_array[i][2]*3*(1-para_t)*pow(para_t,2) + ctrl_rs_array[i][3]*pow(para_t,3);\n') file.write(' #if(vlength(this_point-last_point) > abs(this_radius-last_radius))\n') file.write(' object{\n') file.write(' Connect_Spheres(last_point, last_radius, this_point, this_radius)\n') file.write(' }\n') file.write(' #end\n') file.write(' sphere{\n') file.write(' this_point, this_radius\n') file.write(' }\n') file.write(' #end\n') file.write(' #local last_point = this_point;\n') file.write(' #local last_radius = this_radius;\n') file.write(' #local this_point = ctrl_pts_array[i][3];\n') file.write(' #local this_radius = ctrl_rs_array[i][3];\n') file.write(' #if(vlength(this_point-last_point) > abs(this_radius-last_radius))\n') file.write(' object{\n') file.write(' Connect_Spheres(last_point, last_radius, this_point, this_radius)\n') file.write(' }\n') file.write(' #end\n') file.write(' sphere{\n') file.write(' this_point, this_radius\n') file.write(' }\n') file.write(' #end\n') file.write(' }\n') file.write(' mockup1\n') file.write(' #end\n') for spl in ob.data.splines: if spl.type == "BEZIER": bezier_sweep = True if ob.pov.curveshape in {'loft','birail'}: n=0 for spline in ob.data.splines: n+=1 tabWrite('#declare %s%s=spline {\n'%(dataname,n)) tabWrite('cubic_spline\n') lp = len(spline.points) delta = 1/(lp) d=-delta point = spline.points[lp-1] x,y,z,w = point.co[:] tabWrite('%.6f, <%.6f,%.6f,%.6f>\n'%(d,x,y,z)) d+=delta for point in spline.points: x,y,z,w = point.co[:] tabWrite('%.6f, <%.6f,%.6f,%.6f>\n'%(d,x,y,z)) d+=delta for i in range(2): point = spline.points[i] x,y,z,w = point.co[:] tabWrite('%.6f, <%.6f,%.6f,%.6f>\n'%(d,x,y,z)) d+=delta tabWrite('}\n') if ob.pov.curveshape in {'loft'}: n = len(ob.data.splines) tabWrite('#declare %s = array[%s]{\n'%(dataname,(n+3))) tabWrite('spline{%s%s},\n'%(dataname,n)) for i in range(n): tabWrite('spline{%s%s},\n'%(dataname,(i+1))) tabWrite('spline{%s1},\n'%(dataname)) tabWrite('spline{%s2}\n'%(dataname)) tabWrite('}\n') # Use some of the Meshmaker.inc macro, here inlined file.write('#macro CheckFileName(FileName)\n') file.write(' #local Len=strlen(FileName);\n') file.write(' #if(Len>0)\n') file.write(' #if(file_exists(FileName))\n') file.write(' #if(Len>=4)\n') file.write(' #local Ext=strlwr(substr(FileName,Len-3,4))\n') file.write(' #if (strcmp(Ext,".obj")=0 | strcmp(Ext,".pcm")=0 | strcmp(Ext,".arr")=0)\n') file.write(' #local Return=99;\n') file.write(' #else\n') file.write(' #local Return=0;\n') file.write(' #end\n') file.write(' #else\n') file.write(' #local Return=0;\n') file.write(' #end\n') file.write(' #else\n') file.write(' #if(Len>=4)\n') file.write(' #local Ext=strlwr(substr(FileName,Len-3,4))\n') file.write(' #if (strcmp(Ext,".obj")=0 | strcmp(Ext,".pcm")=0 | strcmp(Ext,".arr")=0)\n') file.write(' #if (strcmp(Ext,".obj")=0)\n') file.write(' #local Return=2;\n') file.write(' #end\n') file.write(' #if (strcmp(Ext,".pcm")=0)\n') file.write(' #local Return=3;\n') file.write(' #end\n') file.write(' #if (strcmp(Ext,".arr")=0)\n') file.write(' #local Return=4;\n') file.write(' #end\n') file.write(' #else\n') file.write(' #local Return=1;\n') file.write(' #end\n') file.write(' #else\n') file.write(' #local Return=1;\n') file.write(' #end\n') file.write(' #end\n') file.write(' #else\n') file.write(' #local Return=1;\n') file.write(' #end\n') file.write(' (Return)\n') file.write('#end\n') file.write('#macro BuildSpline(Arr, SplType)\n') file.write(' #local Ds=dimension_size(Arr,1);\n') file.write(' #local Asc=asc(strupr(SplType));\n') file.write(' #if(Asc!=67 & Asc!=76 & Asc!=81) \n') file.write(' #local Asc=76;\n') file.write(' #debug "\nWrong spline type defined (C/c/L/l/N/n/Q/q), using default linear_spline\\n"\n') file.write(' #end\n') file.write(' spline {\n') file.write(' #switch (Asc)\n') file.write(' #case (67) //C cubic_spline\n') file.write(' cubic_spline\n') file.write(' #break\n') file.write(' #case (76) //L linear_spline\n') file.write(' linear_spline\n') file.write(' #break\n') file.write(' #case (78) //N linear_spline\n') file.write(' natural_spline\n') file.write(' #break\n') file.write(' #case (81) //Q Quadratic_spline\n') file.write(' quadratic_spline\n') file.write(' #break\n') file.write(' #end\n') file.write(' #local Add=1/((Ds-2)-1);\n') file.write(' #local J=0-Add;\n') file.write(' #local I=0;\n') file.write(' #while (I, \n') file.write(' #switch(Write)\n') file.write(' #case(1)\n') file.write(' #write(\n') file.write(' MeshFile,\n') file.write(' , \n') file.write(' )\n') file.write(' #break\n') file.write(' #case(2)\n') file.write(' #write(\n') file.write(' MeshFile,\n') file.write(' "f ",Ind+1,"/",Ind+1,"/",Ind+1," ",Ind+1+1,"/",Ind+1+1,"/",Ind+1+1," ",Ind+U+2+1,"/",Ind+U+2+1,"/",Ind+U+2+1,"\\n",\n') file.write(' "f ",Ind+U+1+1,"/",Ind+U+1+1,"/",Ind+U+1+1," ",Ind+1,"/",Ind+1,"/",Ind+1," ",Ind+U+2+1,"/",Ind+U+2+1,"/",Ind+U+2+1,"\\n"\n') file.write(' )\n') file.write(' #break\n') file.write(' #case(3)\n') file.write(' #write(\n') file.write(' MeshFile,\n') file.write(' Ind,",",Ind+NumVertices,",",Ind+1,",",Ind+1+NumVertices,",",Ind+U+2,",",Ind+U+2+NumVertices,",\\n"\n') file.write(' Ind+U+1,",",Ind+U+1+NumVertices,",",Ind,",",Ind+NumVertices,",",Ind+U+2,",",Ind+U+2+NumVertices,",\\n"\n') file.write(' )\n') file.write(' #break\n') file.write(' #case(4)\n') file.write(' #write(\n') file.write(' MeshFile,\n') file.write(' , \n') file.write(' )\n') file.write(' #break\n') file.write(' #end\n') file.write(' #local J=J+1;\n') file.write(' #local H=H+1;\n') file.write(' #if(Write=1 | Write=4)\n') file.write(' #if(mod(H,3)=0)\n') file.write(' #write(MeshFile,"\\n ")\n') file.write(' #end \n') file.write(' #end\n') file.write(' #end\n') file.write(' #local I=I+1;\n') file.write(' #end\n') file.write(' }\n') file.write(' #switch(Write)\n') file.write(' #case(1)\n') file.write(' #write(MeshFile, "\\n }\\n}")\n') file.write(' #fclose MeshFile\n') file.write(' #debug concat(" Done writing\\n")\n') file.write(' #break\n') file.write(' #case(2)\n') file.write(' #fclose MeshFile\n') file.write(' #debug concat(" Done writing\\n")\n') file.write(' #break\n') file.write(' #case(3)\n') file.write(' #fclose MeshFile\n') file.write(' #debug concat(" Done writing\\n")\n') file.write(' #break\n') file.write(' #case(4)\n') file.write(' #write(MeshFile, "\\n}\\n}")\n') file.write(' #fclose MeshFile\n') file.write(' #debug concat(" Done writing\\n")\n') file.write(' #break\n') file.write(' #end\n') file.write(' }\n') file.write('#end\n') file.write('#macro MSM(SplineArray, SplRes, Interp_type, InterpRes, FileName)\n') file.write(' #declare Build=CheckFileName(FileName);\n') file.write(' #if(Build=0)\n') file.write(' #debug concat("\\n Parsing mesh2 from file: ", FileName, "\\n")\n') file.write(' #include FileName\n') file.write(' object{Surface}\n') file.write(' #else\n') file.write(' #local NumVertices=(SplRes+1)*(InterpRes+1);\n') file.write(' #local NumFaces=SplRes*InterpRes*2;\n') file.write(' #debug concat("\\n Calculating ",str(NumVertices,0,0)," vertices for ", str(NumFaces,0,0)," triangles\\n\\n")\n') file.write(' #local VecArr=array[NumVertices]\n') file.write(' #local NormArr=array[NumVertices]\n') file.write(' #local UVArr=array[NumVertices]\n') file.write(' #local N=dimension_size(SplineArray,1);\n') file.write(' #local TempSplArr0=array[N];\n') file.write(' #local TempSplArr1=array[N];\n') file.write(' #local TempSplArr2=array[N];\n') file.write(' #local PosStep=1/SplRes;\n') file.write(' #local InterpStep=1/InterpRes;\n') file.write(' #local Count=0;\n') file.write(' #local Pos=0;\n') file.write(' #while(Pos<=1)\n') file.write(' #local I=0;\n') file.write(' #if (Pos=0)\n') file.write(' #while (I+Spl(Pos);\n') file.write(' #local TempSplArr1[I]=<0,0,0>+Spl(Pos+PosStep);\n') file.write(' #local TempSplArr2[I]=<0,0,0>+Spl(Pos-PosStep);\n') file.write(' #local I=I+1;\n') file.write(' #end\n') file.write(' #local S0=BuildSpline(TempSplArr0, Interp_type)\n') file.write(' #local S1=BuildSpline(TempSplArr1, Interp_type)\n') file.write(' #local S2=BuildSpline(TempSplArr2, Interp_type)\n') file.write(' #else\n') file.write(' #while (I+Spl(Pos+PosStep);\n') file.write(' #local I=I+1;\n') file.write(' #end\n') file.write(' #local S1=BuildSpline(TempSplArr1, Interp_type)\n') file.write(' #end\n') file.write(' #local J=0;\n') file.write(' #while (J<=1)\n') file.write(' #local P0=<0,0,0>+S0(J);\n') file.write(' #local P1=<0,0,0>+S1(J);\n') file.write(' #local P2=<0,0,0>+S2(J);\n') file.write(' #local P3=<0,0,0>+S0(J+InterpStep);\n') file.write(' #local P4=<0,0,0>+S0(J-InterpStep);\n') file.write(' #local B1=P4-P0;\n') file.write(' #local B2=P2-P0;\n') file.write(' #local B3=P3-P0;\n') file.write(' #local B4=P1-P0;\n') file.write(' #local N1=vcross(B1,B2);\n') file.write(' #local N2=vcross(B2,B3);\n') file.write(' #local N3=vcross(B3,B4);\n') file.write(' #local N4=vcross(B4,B1);\n') file.write(' #local Norm=vnormalize((N1+N2+N3+N4));\n') file.write(' #local VecArr[Count]=P0;\n') file.write(' #local NormArr[Count]=Norm;\n') file.write(' #local UVArr[Count]=;\n') file.write(' #local J=J+InterpStep;\n') file.write(' #local Count=Count+1;\n') file.write(' #end\n') file.write(' #local S2=spline{S0}\n') file.write(' #local S0=spline{S1}\n') file.write(' #debug concat("\\r Done ", str(Count,0,0)," vertices : ", str(100*Count/NumVertices,0,2)," %")\n') file.write(' #local Pos=Pos+PosStep;\n') file.write(' #end\n') file.write(' BuildWriteMesh2(VecArr, NormArr, UVArr, InterpRes, SplRes, "")\n') file.write(' #end\n') file.write('#end\n\n') file.write('#macro Coons(Spl1, Spl2, Spl3, Spl4, Iter_U, Iter_V, FileName)\n') file.write(' #declare Build=CheckFileName(FileName);\n') file.write(' #if(Build=0)\n') file.write(' #debug concat("\\n Parsing mesh2 from file: ", FileName, "\\n")\n') file.write(' #include FileName\n') file.write(' object{Surface}\n') file.write(' #else\n') file.write(' #local NumVertices=(Iter_U+1)*(Iter_V+1);\n') file.write(' #local NumFaces=Iter_U*Iter_V*2;\n') file.write(' #debug concat("\\n Calculating ", str(NumVertices,0,0), " vertices for ",str(NumFaces,0,0), " triangles\\n\\n")\n') file.write(' #declare VecArr=array[NumVertices] \n') file.write(' #declare NormArr=array[NumVertices] \n') file.write(' #local UVArr=array[NumVertices] \n') file.write(' #local Spl1_0=Spl1(0);\n') file.write(' #local Spl2_0=Spl2(0);\n') file.write(' #local Spl3_0=Spl3(0);\n') file.write(' #local Spl4_0=Spl4(0);\n') file.write(' #local UStep=1/Iter_U;\n') file.write(' #local VStep=1/Iter_V;\n') file.write(' #local Count=0;\n') file.write(' #local I=0;\n') file.write(' #while (I<=1)\n') file.write(' #local Im=1-I;\n') file.write(' #local J=0;\n') file.write(' #while (J<=1)\n') file.write(' #local Jm=1-J;\n') file.write(' #local C0=Im*Jm*(Spl1_0)+Im*J*(Spl2_0)+I*J*(Spl3_0)+I*Jm*(Spl4_0);\n') file.write(' #local P0=LInterpolate(I, Spl1(J), Spl3(Jm)) + \n') file.write(' LInterpolate(Jm, Spl2(I), Spl4(Im))-C0;\n') file.write(' #declare VecArr[Count]=P0;\n') file.write(' #local UVArr[Count]=;\n') file.write(' #local J=J+UStep;\n') file.write(' #local Count=Count+1;\n') file.write(' #end\n') file.write(' #debug concat(\n') file.write(' "\r Done ", str(Count,0,0)," vertices : ",\n') file.write(' str(100*Count/NumVertices,0,2)," %"\n') file.write(' )\n') file.write(' #local I=I+VStep;\n') file.write(' #end\n') file.write(' #debug "\r Normals "\n') file.write(' #local Count=0;\n') file.write(' #local I=0;\n') file.write(' #while (I<=Iter_V)\n') file.write(' #local J=0;\n') file.write(' #while (J<=Iter_U)\n') file.write(' #local Ind=(I*Iter_U)+I+J;\n') file.write(' #local P0=VecArr[Ind];\n') file.write(' #if(J=0)\n') file.write(' #local P1=P0+(P0-VecArr[Ind+1]);\n') file.write(' #else\n') file.write(' #local P1=VecArr[Ind-1];\n') file.write(' #end\n') file.write(' #if (J=Iter_U)\n') file.write(' #local P2=P0+(P0-VecArr[Ind-1]);\n') file.write(' #else\n') file.write(' #local P2=VecArr[Ind+1];\n') file.write(' #end\n') file.write(' #if (I=0)\n') file.write(' #local P3=P0+(P0-VecArr[Ind+Iter_U+1]);\n') file.write(' #else\n') file.write(' #local P3=VecArr[Ind-Iter_U-1];\n') file.write(' #end\n') file.write(' #if (I=Iter_V)\n') file.write(' #local P4=P0+(P0-VecArr[Ind-Iter_U-1]);\n') file.write(' #else\n') file.write(' #local P4=VecArr[Ind+Iter_U+1];\n') file.write(' #end\n') file.write(' #local B1=P4-P0;\n') file.write(' #local B2=P2-P0;\n') file.write(' #local B3=P3-P0;\n') file.write(' #local B4=P1-P0;\n') file.write(' #local N1=vcross(B1,B2);\n') file.write(' #local N2=vcross(B2,B3);\n') file.write(' #local N3=vcross(B3,B4);\n') file.write(' #local N4=vcross(B4,B1);\n') file.write(' #local Norm=vnormalize((N1+N2+N3+N4));\n') file.write(' #declare NormArr[Count]=Norm;\n') file.write(' #local J=J+1;\n') file.write(' #local Count=Count+1;\n') file.write(' #end\n') file.write(' #debug concat("\r Done ", str(Count,0,0)," normals : ",str(100*Count/NumVertices,0,2), " %")\n') file.write(' #local I=I+1;\n') file.write(' #end\n') file.write(' BuildWriteMesh2(VecArr, NormArr, UVArr, Iter_U, Iter_V, FileName)\n') file.write(' #end\n') file.write('#end\n\n') # Empty curves if len(ob.data.splines)==0: tabWrite("\n//dummy sphere to represent empty curve location\n") tabWrite("#declare %s =\n"%dataname) tabWrite("sphere {<%.6g, %.6g, %.6g>,0 pigment{rgbt 1} no_image no_reflection no_radiosity photons{pass_through collect off} hollow}\n\n" % (ob.location.x, ob.location.y, ob.location.z)) # ob.name > povdataname) # And non empty curves else: if bezier_sweep == False: tabWrite("#declare %s =\n"%dataname) if ob.pov.curveshape == 'sphere_sweep' and bezier_sweep == False: tabWrite("union {\n") for spl in ob.data.splines: if spl.type != "BEZIER": spl_type = "linear" if spl.type == "NURBS": spl_type = "cubic" points=spl.points numPoints=len(points) if spl.use_cyclic_u: numPoints+=3 tabWrite("sphere_sweep { %s_spline %s,\n"%(spl_type,numPoints)) if spl.use_cyclic_u: pt1 = points[len(points)-1] wpt1 = pt1.co tabWrite("<%.4g,%.4g,%.4g>,%.4g\n" %(wpt1[0], wpt1[1], wpt1[2], pt1.radius*ob.data.bevel_depth)) for pt in points: wpt = pt.co tabWrite("<%.4g,%.4g,%.4g>,%.4g\n" %(wpt[0], wpt[1], wpt[2], pt.radius*ob.data.bevel_depth)) if spl.use_cyclic_u: for i in range (0,2): endPt=points[i] wpt = endPt.co tabWrite("<%.4g,%.4g,%.4g>,%.4g\n" %(wpt[0], wpt[1], wpt[2], endPt.radius*ob.data.bevel_depth)) tabWrite("}\n") # below not used yet? if ob.pov.curveshape == 'sor': for spl in ob.data.splines: if spl.type in {'POLY','NURBS'}: points=spl.points numPoints=len(points) tabWrite("sor { %s,\n"%numPoints) for pt in points: wpt = pt.co tabWrite("<%.4g,%.4g>\n" %(wpt[0], wpt[1])) else: tabWrite("box { 0,0\n") if ob.pov.curveshape in {'lathe','prism'}: spl = ob.data.splines[0] if spl.type == "BEZIER": points=spl.bezier_points lenCur=len(points)-1 lenPts=lenCur*4 ifprism = '' if ob.pov.curveshape in {'prism'}: height = ob.data.extrude ifprism = '-%s, %s,'%(height, height) lenCur+=1 lenPts+=4 tabWrite("%s { bezier_spline %s %s,\n"%(ob.pov.curveshape,ifprism,lenPts)) for i in range(0,lenCur): p1=points[i].co pR=points[i].handle_right end = i+1 if i == lenCur-1 and ob.pov.curveshape in {'prism'}: end = 0 pL=points[end].handle_left p2=points[end].co line="<%.4g,%.4g>"%(p1[0],p1[1]) line+="<%.4g,%.4g>"%(pR[0],pR[1]) line+="<%.4g,%.4g>"%(pL[0],pL[1]) line+="<%.4g,%.4g>"%(p2[0],p2[1]) tabWrite("%s\n" %line) else: points=spl.points lenCur=len(points) lenPts=lenCur ifprism = '' if ob.pov.curveshape in {'prism'}: height = ob.data.extrude ifprism = '-%s, %s,'%(height, height) lenPts+=3 spl_type = 'quadratic' if spl.type == 'POLY': spl_type = 'linear' tabWrite("%s { %s_spline %s %s,\n"%(ob.pov.curveshape,spl_type,ifprism,lenPts)) if ob.pov.curveshape in {'prism'}: pt = points[len(points)-1] wpt = pt.co tabWrite("<%.4g,%.4g>\n" %(wpt[0], wpt[1])) for pt in points: wpt = pt.co tabWrite("<%.4g,%.4g>\n" %(wpt[0], wpt[1])) if ob.pov.curveshape in {'prism'}: for i in range(2): pt = points[i] wpt = pt.co tabWrite("<%.4g,%.4g>\n" %(wpt[0], wpt[1])) if bezier_sweep: for p in range(len(ob.data.splines)): br = [] depth = ob.data.bevel_depth spl = ob.data.splines[p] points=spl.bezier_points lenCur = len(points)-1 numPoints = lenCur*4 if spl.use_cyclic_u: lenCur += 1 numPoints += 4 tabWrite("#declare %s_points_%s = array[%s]{\n"%(dataname,p,numPoints)) for i in range(lenCur): p1=points[i].co pR=points[i].handle_right end = i+1 if spl.use_cyclic_u and i == (lenCur - 1): end = 0 pL=points[end].handle_left p2=points[end].co r3 = points[end].radius * depth r0 = points[i].radius * depth r1 = 2/3*r0 + 1/3*r3 r2 = 1/3*r0 + 2/3*r3 br.append((r0,r1,r2,r3)) line="<%.4g,%.4g,%.4f>"%(p1[0],p1[1],p1[2]) line+="<%.4g,%.4g,%.4f>"%(pR[0],pR[1],pR[2]) line+="<%.4g,%.4g,%.4f>"%(pL[0],pL[1],pL[2]) line+="<%.4g,%.4g,%.4f>"%(p2[0],p2[1],p2[2]) tabWrite("%s\n" %line) tabWrite("}\n") tabWrite("#declare %s_radii_%s = array[%s]{\n"%(dataname,p,len(br)*4)) for Tuple in br: tabWrite('%.4f,%.4f,%.4f,%.4f\n'%(Tuple[0],Tuple[1],Tuple[2],Tuple[3])) tabWrite("}\n") if len(ob.data.splines)== 1: tabWrite('#declare %s = object{\n'%dataname) tabWrite(' Shape_Bezierpoints_Sphere_Sweep(yes,%s, %s_points_%s, %s_radii_%s) \n'%(ob.data.resolution_u,dataname,p,dataname,p)) else: tabWrite('#declare %s = union{\n'%dataname) for p in range(len(ob.data.splines)): tabWrite(' object{Shape_Bezierpoints_Sphere_Sweep(yes,%s, %s_points_%s, %s_radii_%s)} \n'%(ob.data.resolution_u,dataname,p,dataname,p)) #tabWrite('#include "bezier_spheresweep.inc"\n') #now inlined # tabWrite('#declare %s = object{Shape_Bezierpoints_Sphere_Sweep(yes,%s, %s_bezier_points, %.4f) \n'%(dataname,ob.data.resolution_u,dataname,ob.data.bevel_depth)) if ob.pov.curveshape in {'loft'}: tabWrite('object {MSM(%s,%s,"c",%s,"")\n'%(dataname,ob.pov.res_u,ob.pov.res_v)) if ob.pov.curveshape in {'birail'}: splines = '%s1,%s2,%s3,%s4'%(dataname,dataname,dataname,dataname) tabWrite('object {Coons(%s, %s, %s, "")\n'%(splines,ob.pov.res_u,ob.pov.res_v)) povMatName = "Default_texture" if ob.active_material: #povMatName = string_strip_hyphen(bpy.path.clean_name(ob.active_material.name)) try: material = ob.active_material writeObjectMaterial(material, ob) except IndexError: print(me) #tabWrite("texture {%s}\n"%povMatName) if ob.pov.curveshape in {'prism'}: tabWrite("rotate <90,0,0>\n") tabWrite("scale y*-1\n" ) tabWrite("}\n") ################################################################# def exportMeta(metas): # TODO - blenders 'motherball' naming is not supported. if comments and len(metas) >= 1: file.write("//--Blob objects--\n\n") # Get groups of metaballs by blender name prefix. meta_group = {} meta_elems = {} for ob in metas: prefix = ob.name.split(".")[0] if not prefix in meta_group: meta_group[prefix] = ob # .data.threshold elems = [(elem, ob) for elem in ob.data.elements if elem.type in {'BALL', 'ELLIPSOID','CAPSULE','CUBE','PLANE'}] if prefix in meta_elems: meta_elems[prefix].extend(elems) else: meta_elems[prefix] = elems # empty metaball if len(elems)==0: tabWrite("\n//dummy sphere to represent empty meta location\n") tabWrite("sphere {<%.6g, %.6g, %.6g>,0 pigment{rgbt 1} no_image no_reflection no_radiosity photons{pass_through collect off} hollow}\n\n" % (ob.location.x, ob.location.y, ob.location.z)) # ob.name > povdataname) # other metaballs else: for mg, ob in meta_group.items(): if len(meta_elems[mg])!=0: tabWrite("blob{threshold %.4g // %s \n" % (ob.data.threshold, mg)) for elems in meta_elems[mg]: elem = elems[0] loc = elem.co stiffness = elem.stiffness if elem.use_negative: stiffness = - stiffness if elem.type == 'BALL': tabWrite("sphere { <%.6g, %.6g, %.6g>, %.4g, %.4g " % (loc.x, loc.y, loc.z, elem.radius, stiffness)) writeMatrix(global_matrix * elems[1].matrix_world) tabWrite("}\n") elif elem.type == 'ELLIPSOID': tabWrite("sphere{ <%.6g, %.6g, %.6g>,%.4g,%.4g " % (loc.x / elem.size_x, loc.y / elem.size_y, loc.z / elem.size_z, elem.radius, stiffness)) tabWrite("scale <%.6g, %.6g, %.6g>" % (elem.size_x, elem.size_y, elem.size_z)) writeMatrix(global_matrix * elems[1].matrix_world) tabWrite("}\n") elif elem.type == 'CAPSULE': tabWrite("cylinder{ <%.6g, %.6g, %.6g>,<%.6g, %.6g, %.6g>,%.4g,%.4g " % ((loc.x - elem.size_x), (loc.y), (loc.z), (loc.x + elem.size_x), (loc.y), (loc.z), elem.radius, stiffness)) #tabWrite("scale <%.6g, %.6g, %.6g>" % (elem.size_x, elem.size_y, elem.size_z)) writeMatrix(global_matrix * elems[1].matrix_world) tabWrite("}\n") elif elem.type == 'CUBE': tabWrite("cylinder { -x*8, +x*8,%.4g,%.4g translate<%.6g,%.6g,%.6g> scale <1/4,1,1> scale <%.6g, %.6g, %.6g>\n" % (elem.radius*2.0, stiffness/4.0, loc.x, loc.y, loc.z, elem.size_x, elem.size_y, elem.size_z)) writeMatrix(global_matrix * elems[1].matrix_world) tabWrite("}\n") tabWrite("cylinder { -y*8, +y*8,%.4g,%.4g translate<%.6g,%.6g,%.6g> scale <1,1/4,1> scale <%.6g, %.6g, %.6g>\n" % (elem.radius*2.0, stiffness/4.0, loc.x, loc.y, loc.z, elem.size_x, elem.size_y, elem.size_z)) writeMatrix(global_matrix * elems[1].matrix_world) tabWrite("}\n") tabWrite("cylinder { -z*8, +z*8,%.4g,%.4g translate<%.6g,%.6g,%.6g> scale <1,1,1/4> scale <%.6g, %.6g, %.6g>\n" % (elem.radius*2.0, stiffness/4.0, loc.x, loc.y, loc.z, elem.size_x, elem.size_y, elem.size_z)) writeMatrix(global_matrix * elems[1].matrix_world) tabWrite("}\n") elif elem.type == 'PLANE': tabWrite("cylinder { -x*8, +x*8,%.4g,%.4g translate<%.6g,%.6g,%.6g> scale <1/4,1,1> scale <%.6g, %.6g, %.6g>\n" % (elem.radius*2.0, stiffness/4.0, loc.x, loc.y, loc.z, elem.size_x, elem.size_y, elem.size_z)) writeMatrix(global_matrix * elems[1].matrix_world) tabWrite("}\n") tabWrite("cylinder { -y*8, +y*8,%.4g,%.4g translate<%.6g,%.6g,%.6g> scale <1,1/4,1> scale <%.6g, %.6g, %.6g>\n" % (elem.radius*2.0, stiffness/4.0, loc.x, loc.y, loc.z, elem.size_x, elem.size_y, elem.size_z)) writeMatrix(global_matrix * elems[1].matrix_world) tabWrite("}\n") try: material = elems[1].data.materials[0] # lame! - blender cant do enything else. except: material = None 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 {srgbft<%.3g, %.3g, %.3g, %.3g, %.3g>} \n" % (diffuse_color[0], diffuse_color[1], diffuse_color[2], povFilter, trans)) tabWrite("finish{%s} " % safety(material_finish, Level=2)) else: tabWrite("pigment{srgb 1} finish{%s} " % (safety(DEF_MAT_NAME, Level=2))) writeObjectMaterial(material, ob) #writeObjectMaterial(material, elems[1]) tabWrite("radiosity{importance %3g}\n" % ob.pov.importance_value) tabWrite("}\n\n") # End of Metaball block ''' 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 {srgbft<%.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 {srgb 1} \n") # Write the finish last. tabWrite("finish {%s}\n" % (safety(DEF_MAT_NAME, Level=2))) writeObjectMaterial(material, elems[1]) writeMatrix(global_matrix * ob.matrix_world) # Importance for radiosity sampling added here tabWrite("radiosity { \n") # importance > ob.pov.importance_value tabWrite("importance %3g \n" % importance) tabWrite("}\n") tabWrite("}\n") # End of Metaball block if comments and len(metas) >= 1: file.write("\n") ''' # objectNames = {} DEF_OBJ_NAME = "Default" def exportMeshes(scene, sel): # obmatslist = [] # def hasUniqueMaterial(): # # Grab materials attached to object instances ... # if hasattr(ob, 'material_slots'): # for ms in ob.material_slots: # if ms.material is not None and ms.link == 'OBJECT': # if ms.material in obmatslist: # return False # else: # obmatslist.append(ms.material) # return True # def hasObjectMaterial(ob): # # Grab materials attached to object instances ... # if hasattr(ob, 'material_slots'): # for ms in ob.material_slots: # if ms.material is not None and ms.link == 'OBJECT': # # If there is at least one material slot linked to the object # # and not the data (mesh), always create a new, "private" data instance. # return True # return False # For objects using local material(s) only! # This is a mapping between a tuple (dataname, materialnames, ...), and the POV dataname. # As only objects using: # * The same data. # * EXACTLY the same materials, in EXACTLY the same sockets. # ... can share a same instance in POV export. obmats2data = {} def checkObjectMaterials(ob, name, dataname): if hasattr(ob, 'material_slots'): has_local_mats = False key = [dataname] for ms in ob.material_slots: if ms.material is not None: key.append(ms.material.name) if ms.link == 'OBJECT' and not has_local_mats: has_local_mats = True else: # Even if the slot is empty, it is important to grab it... key.append("") if has_local_mats: # If this object uses local material(s), lets find if another object # using the same data and exactly the same list of materials # (in the same slots) has already been processed... # Note that here also, we use object name as new, unique dataname for Pov. key = tuple(key) # Lists are not hashable... if key not in obmats2data: obmats2data[key] = name return obmats2data[key] return None data_ref = {} def store(scene, ob, name, dataname, matrix): # The Object needs to be written at least once but if its data is # already in data_ref this has already been done. # This func returns the "povray" name of the data, or None # if no writing is needed. if ob.is_modified(scene, 'RENDER'): # Data modified. # Create unique entry in data_ref by using object name # (always unique in Blender) as data name. data_ref[name] = [(name, MatrixAsPovString(matrix))] return name # Here, we replace dataname by the value returned by checkObjectMaterials, only if # it is not evaluated to False (i.e. only if the object uses some local material(s)). dataname = checkObjectMaterials(ob, name, dataname) or dataname if dataname in data_ref: # Data already known, just add the object instance. data_ref[dataname].append((name, MatrixAsPovString(matrix))) # No need to write data return None else: # Data not yet processed, create a new entry in data_ref. data_ref[dataname] = [(name, MatrixAsPovString(matrix))] return dataname def exportSmoke(smoke_obj_name): #if LuxManager.CurrentScene.name == 'preview': #return 1, 1, 1, 1.0 #else: flowtype = -1 smoke_obj = bpy.data.objects[smoke_obj_name] domain = None # Search smoke domain target for smoke modifiers for mod in smoke_obj.modifiers: if mod.name == 'Smoke': if mod.smoke_type == 'FLOW': if mod.flow_settings.smoke_flow_type == 'BOTH': flowtype = 2 else: if mod.flow_settings.smoke_flow_type == 'SMOKE': flowtype = 0 else: if mod.flow_settings.smoke_flow_type == 'FIRE': flowtype = 1 if mod.smoke_type == 'DOMAIN': domain = smoke_obj smoke_modifier = mod eps = 0.000001 if domain is not None: #if bpy.app.version[0] >= 2 and bpy.app.version[1] >= 71: # Blender version 2.71 supports direct access to smoke data structure set = mod.domain_settings channeldata = [] for v in set.density_grid: channeldata.append(v.real) print(v.real) ## Usage en voxel texture: # channeldata = [] # if channel == 'density': # for v in set.density_grid: # channeldata.append(v.real) # if channel == 'fire': # for v in set.flame_grid: # channeldata.append(v.real) resolution = set.resolution_max big_res = [] big_res.append(set.domain_resolution[0]) big_res.append(set.domain_resolution[1]) big_res.append(set.domain_resolution[2]) if set.use_high_resolution: big_res[0] = big_res[0] * (set.amplify + 1) big_res[1] = big_res[1] * (set.amplify + 1) big_res[2] = big_res[2] * (set.amplify + 1) # else: # p = [] ##gather smoke domain settings # BBox = domain.bound_box # p.append([BBox[0][0], BBox[0][1], BBox[0][2]]) # p.append([BBox[6][0], BBox[6][1], BBox[6][2]]) # set = mod.domain_settings # resolution = set.resolution_max # smokecache = set.point_cache # ret = read_cache(smokecache, set.use_high_resolution, set.amplify + 1, flowtype) # res_x = ret[0] # res_y = ret[1] # res_z = ret[2] # density = ret[3] # fire = ret[4] # if res_x * res_y * res_z > 0: ##new cache format # big_res = [] # big_res.append(res_x) # big_res.append(res_y) # big_res.append(res_z) # else: # max = domain.dimensions[0] # if (max - domain.dimensions[1]) < -eps: # max = domain.dimensions[1] # if (max - domain.dimensions[2]) < -eps: # max = domain.dimensions[2] # big_res = [int(round(resolution * domain.dimensions[0] / max, 0)), # int(round(resolution * domain.dimensions[1] / max, 0)), # int(round(resolution * domain.dimensions[2] / max, 0))] # if set.use_high_resolution: # big_res = [big_res[0] * (set.amplify + 1), big_res[1] * (set.amplify + 1), # big_res[2] * (set.amplify + 1)] # if channel == 'density': # channeldata = density # if channel == 'fire': # channeldata = fire # sc_fr = '%s/%s/%s/%05d' % (efutil.export_path, efutil.scene_filename(), bpy.context.scene.name, bpy.context.scene.frame_current) # if not os.path.exists( sc_fr ): # os.makedirs(sc_fr) # # smoke_filename = '%s.smoke' % bpy.path.clean_name(domain.name) # smoke_path = '/'.join([sc_fr, smoke_filename]) # # with open(smoke_path, 'wb') as smoke_file: # # Binary densitygrid file format # # # # File header # smoke_file.write(b'SMOKE') #magic number # smoke_file.write(struct.pack(', <1,1,1>\n") file.write(" pigment{ rgbt 1 }\n") file.write(" hollow\n") file.write(" interior{ //---------------------\n") file.write(" media{ method 3\n") file.write(" emission <1,1,1>*1\n")# 0>1 for dark smoke to white vapour file.write(" scattering{ 1, // Type\n") file.write(" <1,1,1>*0.1\n") file.write(" } // end scattering\n") file.write(" density{density_file df3 \"%s\"\n" % (smokePath)) file.write(" color_map {\n") file.write(" [0.00 rgb 0]\n") file.write(" [0.05 rgb 0]\n") file.write(" [0.20 rgb 0.2]\n") file.write(" [0.30 rgb 0.6]\n") file.write(" [0.40 rgb 1]\n") file.write(" [1.00 rgb 1]\n") file.write(" } // end color_map\n") file.write(" } // end of density\n") file.write(" samples %i // higher = more precise\n" % resolution) file.write(" } // end of media --------------------------\n") file.write(" } // end of interior\n") # START OF TRANSFORMATIONS # Size to consider here are bbox dimensions (i.e. still in object space, *before* applying # loc/rot/scale and other transformations (like parent stuff), aka matrix_world). bbox = smoke_obj.bound_box dim = [abs(bbox[6][0] - bbox[0][0]), abs(bbox[6][1] - bbox[0][1]), abs(bbox[6][2] - bbox[0][2])] # We scale our cube to get its final size and shapes but still in *object* space (same as Blender's bbox). file.write("scale<%.6g,%.6g,%.6g>\n" % (dim[0], dim[1], dim[2])) # We offset our cube such that (0,0,0) coordinate matches Blender's object center. file.write("translate<%.6g,%.6g,%.6g>\n" % (bbox[0][0], bbox[0][1], bbox[0][2])) # We apply object's transformations to get final loc/rot/size in world space! # Note: we could combine the two previous transformations with this matrix directly... writeMatrix(global_matrix * smoke_obj.matrix_world) # END OF TRANSFORMATIONS file.write("}\n") #file.write(" interpolate 1\n") #file.write(" frequency 0\n") #file.write(" }\n") #file.write("}\n") ob_num = 0 for ob in sel: ob_num += 1 # XXX I moved all those checks here, as there is no need to compute names # for object we won't export here! if (ob.type in {'LAMP', 'CAMERA', #'EMPTY', #empties can bear dupligroups 'META', 'ARMATURE', 'LATTICE'}): continue smokeFlag=False for mod in ob.modifiers: if mod and hasattr(mod, 'smoke_type'): smokeFlag=True if (mod.smoke_type == 'DOMAIN'): exportSmoke(ob.name) break # don't render domain mesh or flow emitter mesh, skip to next object. if not smokeFlag: # Export Hair renderEmitter = True if hasattr(ob, 'particle_systems'): renderEmitter = False for pSys in ob.particle_systems: if pSys.settings.use_render_emitter: renderEmitter = True for mod in [m for m in ob.modifiers if (m is not None) and (m.type == 'PARTICLE_SYSTEM')]: if (pSys.settings.render_type == 'PATH') and mod.show_render and (pSys.name == mod.particle_system.name): tstart = time.time() texturedHair=0 if ob.material_slots[pSys.settings.material - 1].material and ob.active_material is not None: pmaterial = ob.material_slots[pSys.settings.material - 1].material for th in pmaterial.texture_slots: if th and th.use: if (th.texture.type == 'IMAGE' and th.texture.image) or th.texture.type != 'IMAGE': if th.use_map_color_diffuse: texturedHair=1 if pmaterial.strand.use_blender_units: strandStart = pmaterial.strand.root_size strandEnd = pmaterial.strand.tip_size strandShape = pmaterial.strand.shape else: # Blender unit conversion strandStart = pmaterial.strand.root_size / 200.0 strandEnd = pmaterial.strand.tip_size / 200.0 strandShape = pmaterial.strand.shape else: pmaterial = "default" # No material assigned in blender, use default one strandStart = 0.01 strandEnd = 0.01 strandShape = 0.0 # Set the number of particles to render count rather than 3d view display pSys.set_resolution(scene, ob, 'RENDER') steps = pSys.settings.draw_step steps = 3 ** steps # or (power of 2 rather than 3) + 1 # Formerly : len(particle.hair_keys) totalNumberOfHairs = ( len(pSys.particles) + len(pSys.child_particles) ) #hairCounter = 0 file.write('#declare HairArray = array[%i] {\n' % totalNumberOfHairs) for pindex in range(0, totalNumberOfHairs): #if particle.is_exist and particle.is_visible: #hairCounter += 1 #controlPointCounter = 0 # Each hair is represented as a separate sphere_sweep in POV-Ray. file.write('sphere_sweep{') if pSys.settings.use_hair_bspline: file.write('b_spline ') file.write('%i,\n' % (steps + 2)) # +2 because the first point needs tripling to be more than a handle in POV else: file.write('linear_spline ') file.write('%i,\n' % (steps)) #changing world coordinates to object local coordinates by multiplying with inverted matrix initCo = ob.matrix_world.inverted()*(pSys.co_hair(ob, pindex, 0)) if ob.material_slots[pSys.settings.material - 1].material and ob.active_material is not None: pmaterial = ob.material_slots[pSys.settings.material-1].material for th in pmaterial.texture_slots: if th and th.use and th.use_map_color_diffuse: #treat POV textures as bitmaps if (th.texture.type == 'IMAGE' and th.texture.image and th.texture_coords == 'UV' and ob.data.uv_textures is not None): # or (th.texture.pov.tex_pattern_type != 'emulator' and th.texture_coords == 'UV' and ob.data.uv_textures is not None): image=th.texture.image image_width = image.size[0] image_height = image.size[1] image_pixels = image.pixels[:] uv_co = pSys.uv_on_emitter(mod, pSys.particles[pindex], pindex, 0) x_co = round(uv_co[0] * (image_width - 1)) y_co = round(uv_co[1] * (image_height - 1)) pixelnumber = (image_width * y_co) + x_co r = image_pixels[pixelnumber*4] g = image_pixels[pixelnumber*4+1] b = image_pixels[pixelnumber*4+2] a = image_pixels[pixelnumber*4+3] initColor=(r,g,b,a) else: #only overwrite variable for each competing texture for now initColor=th.texture.evaluate((initCo[0],initCo[1],initCo[2])) for step in range(0, steps): co = ob.matrix_world.inverted()*(pSys.co_hair(ob, pindex, step)) #for controlPoint in particle.hair_keys: if pSys.settings.clump_factor != 0: hDiameter = pSys.settings.clump_factor / 200.0 * random.uniform(0.5, 1) elif step == 0: hDiameter = strandStart else: hDiameter += (strandEnd-strandStart)/(pSys.settings.draw_step+1) #XXX +1 or not? if step == 0 and pSys.settings.use_hair_bspline: # Write three times the first point to compensate pov Bezier handling file.write('<%.6g,%.6g,%.6g>,%.7g,\n' % (co[0], co[1], co[2], abs(hDiameter))) file.write('<%.6g,%.6g,%.6g>,%.7g,\n' % (co[0], co[1], co[2], abs(hDiameter))) #file.write('<%.6g,%.6g,%.6g>,%.7g' % (particle.location[0], particle.location[1], particle.location[2], abs(hDiameter))) # Useless because particle location is the tip, not the root. #file.write(',\n') #controlPointCounter += 1 #totalNumberOfHairs += len(pSys.particles)# len(particle.hair_keys) # Each control point is written out, along with the radius of the # hair at that point. file.write('<%.6g,%.6g,%.6g>,%.7g' % (co[0], co[1], co[2], abs(hDiameter))) # All coordinates except the last need a following comma. if step != steps - 1: file.write(',\n') else: if texturedHair: # Write pigment and alpha (between Pov and Blender alpha 0 and 1 are reversed) file.write('\npigment{ color srgbf < %.3g, %.3g, %.3g, %.3g> }\n' %(initColor[0], initColor[1], initColor[2], 1.0-initColor[3])) # End the sphere_sweep declaration for this hair file.write('}\n') # All but the final sphere_sweep (each array element) needs a terminating comma. if pindex != totalNumberOfHairs: file.write(',\n') else: file.write('\n') # End the array declaration. file.write('}\n') file.write('\n') if not texturedHair: # Pick up the hair material diffuse color and create a default POV-Ray hair texture. file.write('#ifndef (HairTexture)\n') file.write(' #declare HairTexture = texture {\n') file.write(' pigment {srgbt <%s,%s,%s,%s>}\n' % (pmaterial.diffuse_color[0], pmaterial.diffuse_color[1], pmaterial.diffuse_color[2], (pmaterial.strand.width_fade + 0.05))) file.write(' }\n') file.write('#end\n') file.write('\n') # Dynamically create a union of the hairstrands (or a subset of them). # By default use every hairstrand, commented line is for hand tweaking test renders. file.write('//Increasing HairStep divides the amount of hair for test renders.\n') file.write('#ifndef(HairStep) #declare HairStep = 1; #end\n') file.write('union{\n') file.write(' #local I = 0;\n') file.write(' #while (I < %i)\n' % totalNumberOfHairs) file.write(' object {HairArray[I]') if not texturedHair: file.write(' texture{HairTexture}\n') else: file.write('\n') # Translucency of the hair: file.write(' hollow\n') file.write(' double_illuminate\n') file.write(' interior {\n') file.write(' ior 1.45\n') file.write(' media {\n') file.write(' scattering { 1, 10*<0.73, 0.35, 0.15> /*extinction 0*/ }\n') file.write(' absorption 10/<0.83, 0.75, 0.15>\n') file.write(' samples 1\n') file.write(' method 2\n') file.write(' density {cylindrical\n') file.write(' color_map {\n') file.write(' [0.0 rgb <0.83, 0.45, 0.35>]\n') file.write(' [0.5 rgb <0.8, 0.8, 0.4>]\n') file.write(' [1.0 rgb <1,1,1>]\n') file.write(' }\n') file.write(' }\n') file.write(' }\n') file.write(' }\n') file.write(' }\n') file.write(' #local I = I + HairStep;\n') file.write(' #end\n') writeMatrix(global_matrix * ob.matrix_world) file.write('}') print('Totals hairstrands written: %i' % totalNumberOfHairs) print('Number of tufts (particle systems)', len(ob.particle_systems)) # Set back the displayed number of particles to preview count pSys.set_resolution(scene, ob, 'PREVIEW') if renderEmitter == False: continue #don't render mesh, skip to next object. ############################################# # Generating a name for object just like materials to be able to use it # (baking for now or anything else). # XXX I don't understand that if we are here, sel if a non-empty iterable, # so this condition is always True, IMO -- mont29 if ob.data: name_orig = "OB" + ob.name dataname_orig = "DATA" + ob.data.name elif ob.is_duplicator: if ob.dupli_type == 'GROUP': name_orig = "OB" + ob.name dataname_orig = "DATA" + ob.dupli_group.name else: #hoping only dupligroups have several source datablocks ob.dupli_list_create(scene) for eachduplicate in ob.dupli_list: dataname_orig = "DATA" + eachduplicate.object.name ob.dupli_list_clear() elif ob.type == 'EMPTY': name_orig = "OB" + ob.name dataname_orig = "DATA" + ob.name else: name_orig = DEF_OBJ_NAME dataname_orig = DEF_OBJ_NAME name = string_strip_hyphen(bpy.path.clean_name(name_orig)) dataname = string_strip_hyphen(bpy.path.clean_name(dataname_orig)) ## for slot in ob.material_slots: ## if slot.material is not None and slot.link == 'OBJECT': ## obmaterial = slot.material ############################################# 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 povdataname = store(scene, ob, name, dataname, matrix) if povdataname is None: print("This is an instance of " + name) continue print("Writing Down First Occurence of " + name) ############################################Povray Primitives # special exportCurves() function takes care of writing # lathe, sphere_sweep, birail, and loft except with modifiers # converted to mesh if not ob.is_modified(scene, 'RENDER'): if ob.type == 'CURVE' and (ob.pov.curveshape in {'lathe', 'sphere_sweep', 'loft'}): continue #Don't render proxy mesh, skip to next object if ob.pov.object_as == 'ISOSURFACE': tabWrite("#declare %s = isosurface{ \n"% povdataname) tabWrite("function{ \n") textName = ob.pov.iso_function_text if textName: node_tree = bpy.context.scene.node_tree for node in node_tree.nodes: if node.bl_idname == "IsoPropsNode" and node.label == ob.name: for inp in node.inputs: if inp: tabWrite("#declare %s = %.6g;\n"%(inp.name,inp.default_value)) text = bpy.data.texts[textName] for line in text.lines: split = line.body.split() if split[0] != "#declare": tabWrite("%s\n"%line.body) else: tabWrite("abs(x) - 2 + y") tabWrite("}\n") tabWrite("threshold %.6g\n"%ob.pov.threshold) tabWrite("max_gradient %.6g\n"%ob.pov.max_gradient) tabWrite("accuracy %.6g\n"%ob.pov.accuracy) tabWrite("contained_by { ") if ob.pov.contained_by == "sphere": tabWrite("sphere {0,%.6g}}\n"%ob.pov.container_scale) else: tabWrite("box {-%.6g,%.6g}}\n"%(ob.pov.container_scale,ob.pov.container_scale)) if ob.pov.all_intersections: tabWrite("all_intersections\n") else: if ob.pov.max_trace > 1: tabWrite("max_trace %.6g\n"%ob.pov.max_trace) povMatName = "Default_texture" if ob.active_material: #povMatName = string_strip_hyphen(bpy.path.clean_name(ob.active_material.name)) try: material = ob.active_material writeObjectMaterial(material, ob) except IndexError: print(me) #tabWrite("texture {%s}\n"%povMatName) tabWrite("scale %.6g\n"%(1/ob.pov.container_scale)) tabWrite("}\n") continue #Don't render proxy mesh, skip to next object if ob.pov.object_as == 'SUPERELLIPSOID': tabWrite("#declare %s = superellipsoid{ <%.4f,%.4f>\n"%(povdataname,ob.pov.se_n2,ob.pov.se_n1)) povMatName = "Default_texture" if ob.active_material: #povMatName = string_strip_hyphen(bpy.path.clean_name(ob.active_material.name)) try: material = ob.active_material writeObjectMaterial(material, ob) except IndexError: print(me) #tabWrite("texture {%s}\n"%povMatName) write_object_modifiers(scene,ob,file) tabWrite("}\n") continue #Don't render proxy mesh, skip to next object if ob.pov.object_as == 'SUPERTORUS': rMajor = ob.pov.st_major_radius rMinor = ob.pov.st_minor_radius ring = ob.pov.st_ring cross = ob.pov.st_cross accuracy=ob.pov.st_accuracy gradient=ob.pov.st_max_gradient ############Inline Supertorus macro file.write("#macro Supertorus(RMj, RMn, MajorControl, MinorControl, Accuracy, MaxGradient)\n") file.write(" #local CP = 2/MinorControl;\n") file.write(" #local RP = 2/MajorControl;\n") file.write(" isosurface {\n") file.write(" function { pow( pow(abs(pow(pow(abs(x),RP) + pow(abs(z),RP), 1/RP) - RMj),CP) + pow(abs(y),CP) ,1/CP) - RMn }\n") file.write(" threshold 0\n") file.write(" contained_by {box {<-RMj-RMn,-RMn,-RMj-RMn>, < RMj+RMn, RMn, RMj+RMn>}}\n") file.write(" #if(MaxGradient >= 1)\n") file.write(" max_gradient MaxGradient\n") file.write(" #else\n") file.write(" evaluate 1, 10, 0.1\n") file.write(" #end\n") file.write(" accuracy Accuracy\n") file.write(" }\n") file.write("#end\n") ############ tabWrite("#declare %s = object{ Supertorus( %.4g,%.4g,%.4g,%.4g,%.4g,%.4g)\n"%(povdataname,rMajor,rMinor,ring,cross,accuracy,gradient)) povMatName = "Default_texture" if ob.active_material: #povMatName = string_strip_hyphen(bpy.path.clean_name(ob.active_material.name)) try: material = ob.active_material writeObjectMaterial(material, ob) except IndexError: print(me) #tabWrite("texture {%s}\n"%povMatName) write_object_modifiers(scene,ob,file) tabWrite("rotate x*90\n") tabWrite("}\n") continue #Don't render proxy mesh, skip to next object if ob.pov.object_as == 'PLANE': tabWrite("#declare %s = plane{ <0,0,1>,1\n"%povdataname) povMatName = "Default_texture" if ob.active_material: #povMatName = string_strip_hyphen(bpy.path.clean_name(ob.active_material.name)) try: material = ob.active_material writeObjectMaterial(material, ob) except IndexError: print(me) #tabWrite("texture {%s}\n"%povMatName) write_object_modifiers(scene,ob,file) #tabWrite("rotate x*90\n") tabWrite("}\n") continue #Don't render proxy mesh, skip to next object if ob.pov.object_as == 'BOX': tabWrite("#declare %s = box { -1,1\n"%povdataname) povMatName = "Default_texture" if ob.active_material: #povMatName = string_strip_hyphen(bpy.path.clean_name(ob.active_material.name)) try: material = ob.active_material writeObjectMaterial(material, ob) except IndexError: print(me) #tabWrite("texture {%s}\n"%povMatName) write_object_modifiers(scene,ob,file) #tabWrite("rotate x*90\n") tabWrite("}\n") continue #Don't render proxy mesh, skip to next object if ob.pov.object_as == 'CONE': br = ob.pov.cone_base_radius cr = ob.pov.cone_cap_radius bz = ob.pov.cone_base_z cz = ob.pov.cone_cap_z tabWrite("#declare %s = cone { <0,0,%.4f>,%.4f,<0,0,%.4f>,%.4f\n"%(povdataname,bz,br,cz,cr)) povMatName = "Default_texture" if ob.active_material: #povMatName = string_strip_hyphen(bpy.path.clean_name(ob.active_material.name)) try: material = ob.active_material writeObjectMaterial(material, ob) except IndexError: print(me) #tabWrite("texture {%s}\n"%povMatName) write_object_modifiers(scene,ob,file) #tabWrite("rotate x*90\n") tabWrite("}\n") continue #Don't render proxy mesh, skip to next object if ob.pov.object_as == 'CYLINDER': r = ob.pov.cylinder_radius x2 = ob.pov.cylinder_location_cap[0] y2 = ob.pov.cylinder_location_cap[1] z2 = ob.pov.cylinder_location_cap[2] tabWrite("#declare %s = cylinder { <0,0,0>,<%6f,%6f,%6f>,%6f\n"%( povdataname, x2, y2, z2, r)) povMatName = "Default_texture" if ob.active_material: #povMatName = string_strip_hyphen(bpy.path.clean_name(ob.active_material.name)) try: material = ob.active_material writeObjectMaterial(material, ob) except IndexError: print(me) #tabWrite("texture {%s}\n"%povMatName) #cylinders written at origin, translated below write_object_modifiers(scene,ob,file) #tabWrite("rotate x*90\n") tabWrite("}\n") continue #Don't render proxy mesh, skip to next object if ob.pov.object_as == 'HEIGHT_FIELD': data = "" filename = ob.pov.hf_filename data += '"%s"'%filename gamma = ' gamma %.4f'%ob.pov.hf_gamma data += gamma if ob.pov.hf_premultiplied: data += ' premultiplied on' if ob.pov.hf_smooth: data += ' smooth' if ob.pov.hf_water > 0: data += ' water_level %.4f'%ob.pov.hf_water #hierarchy = ob.pov.hf_hierarchy tabWrite('#declare %s = height_field { %s\n'%(povdataname,data)) povMatName = "Default_texture" if ob.active_material: #povMatName = string_strip_hyphen(bpy.path.clean_name(ob.active_material.name)) try: material = ob.active_material writeObjectMaterial(material, ob) except IndexError: print(me) #tabWrite("texture {%s}\n"%povMatName) write_object_modifiers(scene,ob,file) tabWrite("rotate x*90\n") tabWrite("translate <-0.5,0.5,0>\n") tabWrite("scale <0,-1,0>\n") tabWrite("}\n") continue #Don't render proxy mesh, skip to next object if ob.pov.object_as == 'SPHERE': tabWrite("#declare %s = sphere { 0,%6f\n"%(povdataname,ob.pov.sphere_radius)) povMatName = "Default_texture" if ob.active_material: #povMatName = string_strip_hyphen(bpy.path.clean_name(ob.active_material.name)) try: material = ob.active_material writeObjectMaterial(material, ob) except IndexError: print(me) #tabWrite("texture {%s}\n"%povMatName) write_object_modifiers(scene,ob,file) #tabWrite("rotate x*90\n") tabWrite("}\n") continue #Don't render proxy mesh, skip to next object if ob.pov.object_as == 'TORUS': tabWrite("#declare %s = torus { %.4f,%.4f\n"%(povdataname,ob.pov.torus_major_radius,ob.pov.torus_minor_radius)) povMatName = "Default_texture" if ob.active_material: #povMatName = string_strip_hyphen(bpy.path.clean_name(ob.active_material.name)) try: material = ob.active_material writeObjectMaterial(material, ob) except IndexError: print(me) #tabWrite("texture {%s}\n"%povMatName) write_object_modifiers(scene,ob,file) tabWrite("rotate x*90\n") tabWrite("}\n") continue #Don't render proxy mesh, skip to next object if ob.pov.object_as == 'PARAMETRIC': tabWrite("#declare %s = parametric {\n"%povdataname) tabWrite("function { %s }\n"%ob.pov.x_eq) tabWrite("function { %s }\n"%ob.pov.y_eq) tabWrite("function { %s }\n"%ob.pov.z_eq) tabWrite("<%.4f,%.4f>, <%.4f,%.4f>\n"%(ob.pov.u_min,ob.pov.v_min,ob.pov.u_max,ob.pov.v_max)) if ob.pov.contained_by == "sphere": tabWrite("contained_by { sphere{0, 2} }\n") else: tabWrite("contained_by { box{-2, 2} }\n") tabWrite("max_gradient %.6f\n"%ob.pov.max_gradient) tabWrite("accuracy %.6f\n"%ob.pov.accuracy) tabWrite("precompute 10 x,y,z\n") tabWrite("}\n") continue #Don't render proxy mesh, skip to next object if ob.pov.object_as == 'POLYCIRCLE': #TODO write below macro Once: #if write_polytocircle_macro_once == 0: file.write("/****************************\n") file.write("This macro was written by 'And'.\n") file.write("Link:(http://news.povray.org/povray.binaries.scene-files/)\n") file.write("****************************/\n") file.write("//from math.inc:\n") file.write("#macro VPerp_Adjust(V, Axis)\n") file.write(" vnormalize(vcross(vcross(Axis, V), Axis))\n") file.write("#end\n") file.write("//Then for the actual macro\n") file.write("#macro Shape_Slice_Plane_2P_1V(point1, point2, clip_direct)\n") file.write("#local p1 = point1 + <0,0,0>;\n") file.write("#local p2 = point2 + <0,0,0>;\n") file.write("#local clip_v = vnormalize(clip_direct + <0,0,0>);\n") file.write("#local direct_v1 = vnormalize(p2 - p1);\n") file.write("#if(vdot(direct_v1, clip_v) = 1)\n") file.write(' #error "Shape_Slice_Plane_2P_1V error: Can\'t decide plane"\n') file.write("#end\n\n") file.write("#local norm = -vnormalize(clip_v - direct_v1*vdot(direct_v1,clip_v));\n") file.write("#local d = vdot(norm, p1);\n") file.write("plane{\n") file.write("norm, d\n") file.write("}\n") file.write("#end\n\n") file.write("//polygon to circle\n") file.write("#macro Shape_Polygon_To_Circle_Blending(_polygon_n, _side_face, _polygon_circumscribed_radius, _circle_radius, _height)\n") file.write("#local n = int(_polygon_n);\n") file.write("#if(n < 3)\n") file.write(" #error ""\n") file.write("#end\n\n") file.write("#local front_v = VPerp_Adjust(_side_face, z);\n") file.write("#if(vdot(front_v, x) >= 0)\n") file.write(" #local face_ang = acos(vdot(-y, front_v));\n") file.write("#else\n") file.write(" #local face_ang = -acos(vdot(-y, front_v));\n") file.write("#end\n") file.write("#local polyg_ext_ang = 2*pi/n;\n") file.write("#local polyg_outer_r = _polygon_circumscribed_radius;\n") file.write("#local polyg_inner_r = polyg_outer_r*cos(polyg_ext_ang/2);\n") file.write("#local cycle_r = _circle_radius;\n") file.write("#local h = _height;\n") file.write("#if(polyg_outer_r < 0 | cycle_r < 0 | h <= 0)\n") file.write(' #error "error: each side length must be positive"\n') file.write("#end\n\n") file.write("#local multi = 1000;\n") file.write("#local poly_obj =\n") file.write("polynomial{\n") file.write("4,\n") file.write("xyz(0,2,2): multi*1,\n") file.write("xyz(2,0,1): multi*2*h,\n") file.write("xyz(1,0,2): multi*2*(polyg_inner_r-cycle_r),\n") file.write("xyz(2,0,0): multi*(-h*h),\n") file.write("xyz(0,0,2): multi*(-pow(cycle_r - polyg_inner_r, 2)),\n") file.write("xyz(1,0,1): multi*2*h*(-2*polyg_inner_r + cycle_r),\n") file.write("xyz(1,0,0): multi*2*h*h*polyg_inner_r,\n") file.write("xyz(0,0,1): multi*2*h*polyg_inner_r*(polyg_inner_r - cycle_r),\n") file.write("xyz(0,0,0): multi*(-pow(polyg_inner_r*h, 2))\n") file.write("sturm\n") file.write("}\n\n") file.write("#local mockup1 =\n") file.write("difference{\n") file.write(" cylinder{\n") file.write(" <0,0,0.0>,<0,0,h>, max(polyg_outer_r, cycle_r)\n") file.write(" }\n\n") file.write(" #for(i, 0, n-1)\n") file.write(" object{\n") file.write(" poly_obj\n") file.write(" inverse\n") file.write(" rotate <0, 0, -90 + degrees(polyg_ext_ang*i)>\n") file.write(" }\n") file.write(" object{\n") file.write(" Shape_Slice_Plane_2P_1V(,,x)\n") file.write(" rotate <0, 0, -90 + degrees(polyg_ext_ang*i)>\n") file.write(" }\n") file.write(" #end\n") file.write("}\n\n") file.write("object{\n") file.write("mockup1\n") file.write("rotate <0, 0, degrees(face_ang)>\n") file.write("}\n") file.write("#end\n") #Use the macro ngon = ob.pov.polytocircle_ngon ngonR = ob.pov.polytocircle_ngonR circleR = ob.pov.polytocircle_circleR tabWrite("#declare %s = object { Shape_Polygon_To_Circle_Blending(%s, z, %.4f, %.4f, 2) rotate x*180 translate z*1\n"%(povdataname,ngon,ngonR,circleR)) tabWrite("}\n") continue #Don't render proxy mesh, skip to next object ############################################else try to export mesh elif ob.is_duplicator == False: #except duplis which should be instances groups for now but all duplis later if ob.type == 'EMPTY': tabWrite("\n//dummy sphere to represent Empty location\n") tabWrite("#declare %s =sphere {<0, 0, 0>,0 pigment{rgbt 1} no_image no_reflection no_radiosity photons{pass_through collect off} hollow}\n" % povdataname) try: me = ob.to_mesh(scene, True, 'RENDER') #XXX Here? identify the specific exception for mesh object with no data #XXX So that we can write something for the dataname ! except: # also happens when curves cant be made into meshes because of no-data continue importance = ob.pov.importance_value if me: me_materials = me.materials me_faces = me.tessfaces[:] #if len(me_faces)==0: #tabWrite("\n//dummy sphere to represent empty mesh location\n") #tabWrite("#declare %s =sphere {<0, 0, 0>,0 pigment{rgbt 1} no_image no_reflection no_radiosity photons{pass_through collect off} hollow}\n" % povdataname) if not me or not me_faces: tabWrite("\n//dummy sphere to represent empty mesh location\n") tabWrite("#declare %s =sphere {<0, 0, 0>,0 pigment{rgbt 1} no_image no_reflection no_radiosity photons{pass_through collect off} hollow}\n" % povdataname) continue uv_textures = me.tessface_uv_textures if len(uv_textures) > 0: if me.uv_textures.active and uv_textures.active.data: uv_layer = uv_textures.active.data else: uv_layer = None try: #vcol_layer = me.vertex_colors.active.data vcol_layer = me.tessface_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" % povdataname) tabWrite("mesh2 {\n") tabWrite("vertex_vectors {\n") tabWrite("%d" % len(me.vertices)) # vert count tabStr = tab * tabLevel for v in me.vertices: if linebreaksinlists: 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 linebreaksinlists: 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 colors vertCols = {} # Use for material colors also. if uv_layer: # Generate unique UV's uniqueUVs = {} #n = 0 for fi, uv in enumerate(uv_layer): if len(faces_verts[fi]) == 4: uvs = uv_layer[fi].uv[0], uv_layer[fi].uv[1], uv_layer[fi].uv[2], uv_layer[fi].uv[3] else: uvs = uv_layer[fi].uv[0], uv_layer[fi].uv[1], uv_layer[fi].uv[2] 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 linebreaksinlists: 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: #Write down vertex colors as a texture for each vertex tabWrite("texture_list {\n") tabWrite("%d\n" % (((len(me_faces)-quadCount) * 3 )+ quadCount * 4)) # works only with tris and quad mesh for now VcolIdx=0 if comments: file.write("\n //Vertex colors: one simple pigment texture per vertex\n") for fi, f in enumerate(me_faces): # annoying, index may be invalid material_index = f.material_index try: material = me_materials[material_index] except: material = None if material: #and material.use_vertex_color_paint: #Always use vertex color when there is some for now 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! VcolIdx+=1 vertCols[key] = [VcolIdx] if linebreaksinlists: tabWrite("texture {pigment{ color srgb <%6f,%6f,%6f> }}\n" % (col[0], col[1], col[2])) else: tabWrite("texture {pigment{ color srgb <%6f,%6f,%6f> }}" % (col[0], col[1], col[2])) tabStr = tab * tabLevel else: if material: # Multiply diffuse with SSS Color if material.subsurface_scattering.use: diffuse_color = [i * j for i, j in zip(material.subsurface_scattering.color[:], material.diffuse_color[:])] key = diffuse_color[0], diffuse_color[1], diffuse_color[2], \ material_index vertCols[key] = [-1] else: diffuse_color = material.diffuse_color[:] key = diffuse_color[0], diffuse_color[1], diffuse_color[2], \ material_index vertCols[key] = [-1] tabWrite("\n}\n") # Face indices tabWrite("\nface_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 linebreaksinlists: file.write(",\n") # vert count file.write(tabStr + "<%d,%d,%d>" % (fv[i1], fv[i2], fv[i3])) 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: # Color per vertex - vertex color 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: # Color per material - flat material color if material.subsurface_scattering.use: diffuse_color = [i * j for i, j in zip(material.subsurface_scattering.color[:], material.diffuse_color[:])] else: diffuse_color = material.diffuse_color[:] ci1 = ci2 = ci3 = vertCols[diffuse_color[0], diffuse_color[1], \ diffuse_color[2], f.material_index][0] # ci are zero based index so we'll subtract 1 from them if linebreaksinlists: file.write(",\n") file.write(tabStr + "<%d,%d,%d>, %d,%d,%d" % \ (fv[i1], fv[i2], fv[i3], ci1-1, ci2-1, ci3-1)) # vert count else: file.write(", ") file.write("<%d,%d,%d>, %d,%d,%d" % \ (fv[i1], fv[i2], fv[i3], ci1-1, ci2-1, ci3-1)) # 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 linebreaksinlists: 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 linebreaksinlists: 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.uv[0][:], uv.uv[1][:], uv.uv[2][:], uv.uv[3][:] else: uvs = uv.uv[0][:], uv.uv[1][:], uv.uv[2][:] for i1, i2, i3 in indices: if linebreaksinlists: 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) #Importance for radiosity sampling added here: tabWrite("radiosity { \n") tabWrite("importance %3g \n" % importance) tabWrite("}\n") tabWrite("}\n") # End of mesh block else: facesMaterials = [] # WARNING!!!!!!!!!!!!!!!!!!!!!! if me_materials: for f in me_faces: if f.material_index not in facesMaterials: facesMaterials.append(f.material_index) # No vertex colors, so write material colors as vertex colors for i, material in enumerate(me_materials): if material and material.pov.material_use_nodes == False: # WARNING!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! # Multiply diffuse with SSS Color if material.subsurface_scattering.use: diffuse_color = [i * j for i, j in zip(material.subsurface_scattering.color[:], material.diffuse_color[:])] key = diffuse_color[0], diffuse_color[1], diffuse_color[2], i # i == f.mat vertCols[key] = [-1] else: diffuse_color = material.diffuse_color[:] key = diffuse_color[0], diffuse_color[1], diffuse_color[2], i # i == f.mat vertCols[key] = [-1] idx = 0 LocalMaterialNames = [] for col, index in vertCols.items(): #if me_materials: mater = me_materials[col[3]] if me_materials is None: #XXX working? material_finish = DEF_MAT_NAME # not working properly, trans = 0.0 else: shading.writeTextureInfluence(mater, materialNames, LocalMaterialNames, path_image, lampCount, imageFormat, imgMap, imgMapTransforms, tabWrite, comments, string_strip_hyphen, safety, col, os, preview_dir, unpacked_images) ################################################################### index[0] = idx idx += 1 # Vert Colors tabWrite("texture_list {\n") # In case there's is no material slot, give at least one texture #(an empty one so it uses pov default) if len(vertCols)==0: file.write(tabStr + "1") else: file.write(tabStr + "%s" % (len(vertCols))) # vert count # below "material" alias, added check ob.active_material # to avoid variable referenced before assignment error try: material = ob.active_material except IndexError: #when no material slot exists, material=None # WARNING!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! if material and ob.active_material is not None and material.pov.material_use_nodes == False: if material.pov.replacement_text != "": file.write("\n") file.write(" texture{%s}\n" % material.pov.replacement_text) else: # Loop through declared materials list for cMN in LocalMaterialNames: if material != "Default": file.write("\n texture{MAT_%s}\n" % cMN) #use string_strip_hyphen(materialNames[material])) #or Something like that to clean up the above? elif material and material.pov.material_use_nodes: for index in facesMaterials: faceMaterial = string_strip_hyphen(bpy.path.clean_name(me_materials[index].name)) file.write("\n texture{%s}\n" % faceMaterial) # END!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! else: file.write(" texture{}\n") 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 linebreaksinlists: file.write(",\n") # vert count file.write(tabStr + "<%d,%d,%d>" % (fv[i1], fv[i2], fv[i3])) 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: ci1 = ci2 = ci3 = f.material_index if me.vertex_colors: #and material.use_vertex_color_paint: # Color per vertex - vertex color 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] elif material.pov.material_use_nodes: ci1 = ci2 = ci3 = 0 else: # Color per material - flat material color if material.subsurface_scattering.use: diffuse_color = [i * j for i, j in zip(material.subsurface_scattering.color[:], material.diffuse_color[:])] else: diffuse_color = material.diffuse_color[:] ci1 = ci2 = ci3 = vertCols[diffuse_color[0], diffuse_color[1], \ diffuse_color[2], f.material_index][0] if linebreaksinlists: 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 linebreaksinlists: 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 linebreaksinlists: file.write(",\n") file.write(tabStr + "<%d,%d,%d>" % (idx, idx, idx)) # vertcount 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.uv[0][:], uv.uv[1][:], uv.uv[2][:], uv.uv[3][:] else: uvs = uv.uv[0][:], uv.uv[1][:], uv.uv[2][:] for i1, i2, i3 in indices: if linebreaksinlists: 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) # POV object inside_vector and modifiers such as # hollow / sturm / double_illuminate etc. write_object_modifiers(scene,ob,file) #Importance for radiosity sampling added here: tabWrite("radiosity { \n") tabWrite("importance %3g \n" % importance) tabWrite("}\n") tabWrite("}\n") # End of mesh block bpy.data.meshes.remove(me) duplidata_ref = [] for ob in sel: #matrix = global_matrix * ob.matrix_world if ob.is_duplicator: tabWrite("\n//--DupliObjects in %s--\n\n"% ob.name) ob.dupli_list_create(scene) dup = "" if ob.is_modified(scene, 'RENDER'): #modified object always unique so using object name rather than data name dup = "#declare OB%s = union{\n" %(string_strip_hyphen(bpy.path.clean_name(ob.name))) else: dup = "#declare DATA%s = union{\n" %(string_strip_hyphen(bpy.path.clean_name(ob.name))) for eachduplicate in ob.dupli_list: duplidataname = "OB"+string_strip_hyphen(bpy.path.clean_name(bpy.data.objects[eachduplicate.object.name].data.name)) dup += ("\tobject {\n\t\tDATA%s\n\t\t%s\t}\n" %(string_strip_hyphen(bpy.path.clean_name(bpy.data.objects[eachduplicate.object.name].data.name)), MatrixAsPovString(ob.matrix_world.inverted() * eachduplicate.matrix))) #add object to a list so that it is not rendered for some dupli_types if ob.dupli_type not in {'GROUP'} and duplidataname not in duplidata_ref: duplidata_ref.append(duplidataname) #older key [string_strip_hyphen(bpy.path.clean_name("OB"+ob.name))] dup += "}\n" ob.dupli_list_clear() tabWrite(dup) else: continue print(duplidata_ref) for data_name, inst in data_ref.items(): for ob_name, matrix_str in inst: if ob_name not in duplidata_ref: #.items() for a dictionary tabWrite("\n//----Blender Object Name:%s----\n" % ob_name) tabWrite("object { \n") tabWrite("%s\n" % data_name) tabWrite("%s\n" % matrix_str) tabWrite("}\n") 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 == 'TRANSPARENT': 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: # XXX Does not exists anymore #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 # XXX No enable checkbox for world textures yet (report it?) #if t and t.texture.type == 'IMAGE' and t.use: if t and t.texture.type == 'IMAGE': image_filename = path_image(t.texture.image) 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.pov.org/pov.newusers/thread/%3Cweb.4a5cddf4e9c9822ba2f93e20@news.pov.org%3E/ # Replace 4/3 by the ratio of each image found by some custom or existing # function #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)) #using camera rotation valuesdirectly from blender seems much easier if t_blend.texture_coords == 'ANGMAP': mappingBlend = "" else: # POV-Ray "scale" is not a number of repetitions factor, but its # inverse, a standard scale factor. # 0.5 Offset is needed relatively to scale because center of the # UV scale is 0.5,0.5 in blender and 0,0 in POV # Further Scale by 2 and translate by -1 are # required for the sky_sphere not to repeat mappingBlend = "scale 2 scale <%.4g,%.4g,%.4g> translate -1 " \ "translate <%.4g,%.4g,%.4g> rotate<0,0,0> " % \ ((1.0 / t_blend.scale.x), (1.0 / t_blend.scale.y), (1.0 / t_blend.scale.z), 0.5-(0.5/t_blend.scale.x)- t_blend.offset.x, 0.5-(0.5/t_blend.scale.y)- t_blend.offset.y, t_blend.offset.z) # 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)) # The following layered pigment opacifies to black over the texture for # transmit below 1 or otherwise adds to itself tabWrite("pigment {rgb 0 transmit %s}\n" % (t.texture.intensity)) 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") # maybe Should follow the advice of POV doc about replacing gradient # for skysphere..5.5 tabWrite("gradient y\n") tabWrite("color_map {\n") # XXX Does not exists anymore #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[:])) if render.alpha_mode == 'TRANSPARENT': tabWrite("[0.0 rgbt<%.3g, %.3g, %.3g, 0.99>]\n" % (world.horizon_color[:])) # aa premult not solved with transmit 1 tabWrite("[1.0 rgbt<%.3g, %.3g, %.3g, 0.99>]\n" % (world.zenith_color[:])) 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.charset != 'ascii': file.write(" charset %s\n"%scene.pov.charset) if scene.pov.global_settings_advanced: if scene.pov.adc_bailout_enable and scene.pov.radio_enable == False: file.write(" adc_bailout %.6f\n"%scene.pov.adc_bailout) if scene.pov.ambient_light_enable: file.write(" ambient_light <%.6f,%.6f,%.6f>\n"%scene.pov.ambient_light[:]) if scene.pov.irid_wavelength_enable: file.write(" irid_wavelength <%.6f,%.6f,%.6f>\n"%scene.pov.irid_wavelength[:]) if scene.pov.max_intersections_enable: file.write(" max_intersections %s\n"%scene.pov.max_intersections) if scene.pov.number_of_waves_enable: file.write(" number_of_waves %s\n"%scene.pov.number_of_waves) if scene.pov.noise_generator_enable: file.write(" noise_generator %s\n"%scene.pov.noise_generator) if scene.pov.radio_enable: tabWrite("radiosity {\n") tabWrite("adc_bailout %.4g\n" % scene.pov.radio_adc_bailout) 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("maximum_reuse %.4g\n" % scene.pov.radio_maximum_reuse) tabWrite("minimum_reuse %.4g\n" % scene.pov.radio_minimum_reuse) tabWrite("nearest_count %d\n" % scene.pov.radio_nearest_count) 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("always_sample %d\n" % scene.pov.radio_always_sample) tabWrite("normal %d\n" % scene.pov.radio_normal) tabWrite("media %d\n" % scene.pov.radio_media) tabWrite("subsurface %d\n" % scene.pov.radio_subsurface) tabWrite("}\n") onceSss = 1 onceAmbient = 1 oncePhotons = 1 for material in bpy.data.materials: if material.subsurface_scattering.use and onceSss: # In pov, the scale has reversed influence compared to blender. these number # should correct that tabWrite("mm_per_unit %.6f\n" % \ (material.subsurface_scattering.scale * 1000.0)) # 1000 rather than scale * (-100.0) + 15.0)) # In POV-Ray, the scale factor for all subsurface shaders needs to be the same # formerly sslt_samples were multiplied by 100 instead of 10 sslt_samples = (11 - material.subsurface_scattering.error_threshold) * 10 tabWrite("subsurface { samples %d, %d }\n" % (sslt_samples, sslt_samples / 10)) onceSss = 0 if world and onceAmbient: tabWrite("ambient_light rgb<%.3g, %.3g, %.3g>\n" % world.ambient_color[:]) onceAmbient = 0 if scene.pov.photon_enable: if (oncePhotons and (material.pov.refraction_type == "2" or material.pov.photons_reflection == True)): 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") oncePhotons = 0 tabWrite("}\n") def exportCustomCode(): # Write CurrentAnimation Frame for use in Custom POV Code file.write("#declare CURFRAMENUM = %d;\n" % bpy.context.scene.frame_current) #Change path and uncomment to add an animated include file by hand: file.write("//#include \"/home/user/directory/animation_include_file.inc\"\n") for txt in bpy.data.texts: if txt.pov.custom_code == 'both': # Why are the newlines needed? file.write("\n") file.write(txt.as_string()) file.write("\n") sel = renderable_objects(scene) if comments: file.write("//----------------------------------------------\n" \ "//--Exported with POV-Ray exporter for Blender--\n" \ "//----------------------------------------------\n\n") file.write("#version 3.7;\n") if comments: file.write("\n//--Global settings--\n\n") exportGlobalSettings(scene) if comments: file.write("\n//--Custom Code--\n\n") exportCustomCode() if comments: file.write("\n//--Patterns Definitions--\n\n") LocalPatternNames = [] for texture in bpy.data.textures: #ok? if texture.users > 0: currentPatName = string_strip_hyphen(bpy.path.clean_name(texture.name)) #string_strip_hyphen(patternNames[texture.name]) #maybe instead of the above LocalPatternNames.append(currentPatName) #use above list to prevent writing texture instances several times and assign in mats? if (texture.type not in {'NONE', 'IMAGE'} and texture.pov.tex_pattern_type == 'emulator')or(texture.type in {'NONE', 'IMAGE'} and texture.pov.tex_pattern_type != 'emulator'): file.write("\n#declare PAT_%s = \n" % currentPatName) file.write(shading.exportPattern(texture, string_strip_hyphen)) file.write("\n") if comments: file.write("\n//--Background--\n\n") exportWorld(scene.world) if comments: file.write("\n//--Cameras--\n\n") exportCamera() if comments: file.write("\n//--Lamps--\n\n") exportLamps([L for L in sel if (L.type == 'LAMP' and L.pov.object_as != 'RAINBOW')]) if comments: file.write("\n//--Rainbows--\n\n") exportRainbows([L for L in sel if (L.type == 'LAMP' and L.pov.object_as == 'RAINBOW')]) if comments: file.write("\n//--Special Curves--\n\n") for c in sel: if c.is_modified(scene, 'RENDER'): continue #don't export as pov curves objects with modifiers, but as mesh elif c.type == 'CURVE' and (c.pov.curveshape in {'lathe','sphere_sweep','loft','birail'}): exportCurves(scene,c) if comments: file.write("\n//--Material Definitions--\n\n") # write a default pigment for objects with no material (comment out to show black) file.write("#default{ pigment{ color srgb 0.8 }}\n") # Convert all materials to strings we can access directly per vertex. #exportMaterials() shading.writeMaterial(using_uberpov, DEF_MAT_NAME, scene, tabWrite, safety, comments, uniqueName, materialNames, None) # default material for material in bpy.data.materials: if material.users > 0: if material.pov.material_use_nodes: ntree = material.node_tree povMatName=string_strip_hyphen(bpy.path.clean_name(material.name)) if len(ntree.nodes)==0: file.write('#declare %s = texture {%s}\n'%(povMatName,color)) else: shading.write_nodes(scene,povMatName,ntree,file) for node in ntree.nodes: if node: if node.bl_idname == "PovrayOutputNode": if node.inputs["Texture"].is_linked: for link in ntree.links: if link.to_node.bl_idname == "PovrayOutputNode": povMatName=string_strip_hyphen(bpy.path.clean_name(link.from_node.name))+"_%s"%povMatName else: file.write('#declare %s = texture {%s}\n'%(povMatName,color)) else: shading.writeMaterial(using_uberpov, DEF_MAT_NAME, scene, tabWrite, safety, comments, uniqueName, materialNames, material) # attributes are all the variables needed by the other python file... if comments: file.write("\n") exportMeta([m for m in sel if m.type == 'META']) if comments: file.write("//--Mesh objects--\n") exportMeshes(scene, sel) #What follow used to happen here: #exportCamera() #exportWorld(scene.world) #exportGlobalSettings(scene) # MR:..and the order was important for implementing 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(scene, filename_ini, filename_log, filename_pov, filename_image): feature_set = bpy.context.user_preferences.addons[__package__].preferences.branch_feature_set_povray using_uberpov = (feature_set=='uberpov') #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") #write povray text stream to temporary file of same name with _log suffix #file.write("All_File='%s'\n" % filename_log) # DEBUG.OUT log if none specified: file.write("All_File=1\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" % (1.0 - render.border_max_y)) file.write("End_Row=%4g\n" % (1.0 - render.border_min_y)) file.write("Bounding_Method=2\n") # The new automatic BSP is faster in most scenes # Activated (turn this back off when better live exchange is done between the two programs # (see next comment) file.write("Display=1\n") file.write("Pause_When_Done=0\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=N\n") #file.write("Output_File_Type=T\n") # TGA, best progressive loading file.write("Output_Alpha=1\n") if scene.pov.antialias_enable: # method 2 (recursive) with higher max subdiv forced because no mipmapping in POV-Ray # needs higher sampling. # aa_mapping = {"5": 2, "8": 3, "11": 4, "16": 5} if using_uberpov: method = {"0": 1, "1": 2, "2": 3} else: method = {"0": 1, "1": 2, "2": 2} file.write("Antialias=on\n") file.write("Antialias_Depth=%d\n" % scene.pov.antialias_depth) file.write("Antialias_Threshold=%.3g\n" % scene.pov.antialias_threshold) if using_uberpov and scene.pov.antialias_method == '2': file.write("Sampling_Method=%s\n" % method[scene.pov.antialias_method]) file.write("Antialias_Confidence=%.3g\n" % scene.pov.antialias_confidence) else: file.write("Sampling_Method=%s\n" % method[scene.pov.antialias_method]) 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 @staticmethod def _locate_binary(): addon_prefs = bpy.context.user_preferences.addons[__package__].preferences # Use the system preference if its set. pov_binary = addon_prefs.filepath_povray if pov_binary: if os.path.exists(pov_binary): return pov_binary else: print("User Preferences path to povray %r NOT FOUND, checking $PATH" % pov_binary) # Windows Only # assume if there is a 64bit binary that the user has a 64bit capable OS if sys.platform[:3] == "win": import winreg win_reg_key = winreg.OpenKey(winreg.HKEY_CURRENT_USER, "Software\\POV-Ray\\v3.7\\Windows") win_home = winreg.QueryValueEx(win_reg_key, "Home")[0] # First try 64bits UberPOV pov_binary = os.path.join(win_home, "bin", "uberpov64.exe") if os.path.exists(pov_binary): return pov_binary # Then try 64bits POV pov_binary = os.path.join(win_home, "bin", "pvengine64.exe") if os.path.exists(pov_binary): return pov_binary # Then try 32bits UberPOV pov_binary = os.path.join(win_home, "bin", "uberpov32.exe") if os.path.exists(pov_binary): return pov_binary # Then try 32bits POV pov_binary = os.path.join(win_home, "bin", "pvengine.exe") if os.path.exists(pov_binary): return pov_binary # search the path all os's pov_binary_default = "povray" os_path_ls = os.getenv("PATH").split(':') + [""] for dir_name in os_path_ls: pov_binary = os.path.join(dir_name, pov_binary_default) if os.path.exists(pov_binary): return pov_binary return "" def _export(self, scene, povPath, renderImagePath): import tempfile if scene.pov.tempfiles_enable: self._temp_file_in = tempfile.NamedTemporaryFile(suffix=".pov", 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=".png", delete=False).name #self._temp_file_out = tempfile.NamedTemporaryFile(suffix=".tga", delete=False).name self._temp_file_ini = tempfile.NamedTemporaryFile(suffix=".ini", delete=False).name self._temp_file_log = os.path.join(tempfile.gettempdir(), "alltext.out") else: self._temp_file_in = povPath + ".pov" # 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 = renderImagePath + ".png" #self._temp_file_out = renderImagePath + ".tga" self._temp_file_ini = povPath + ".ini" logPath = bpy.path.abspath(scene.pov.scene_path).replace('\\', '/') self._temp_file_log = os.path.join(logPath, "alltext.out") ''' self._temp_file_in = "/test.pov" # 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 = "/test.png" #self._temp_file_out = "/test.tga" self._temp_file_ini = "/test.ini" ''' if scene.pov.text_block == "": def info_callback(txt): self.update_stats("", "POV-Ray 3.7: " + txt) # os.makedirs(user_dir, exist_ok=True) # handled with previews os.makedirs(preview_dir, exist_ok=True) write_pov(self._temp_file_in, scene, info_callback) else: pass def _render(self, scene): try: os.remove(self._temp_file_out) # so as not to load the old file except OSError: pass pov_binary = PovrayRender._locate_binary() if not pov_binary: print("POV-Ray 3.7: could not execute povray, possibly POV-Ray isn't installed") return False write_pov_ini(scene, self._temp_file_ini, self._temp_file_log, self._temp_file_in, self._temp_file_out) print ("***-STARTING-***") extra_args = [] if scene.pov.command_line_switches != "": for newArg in scene.pov.command_line_switches.split(" "): extra_args.append(newArg) self._is_windows = False if sys.platform[:3] == "win": self._is_windows = True if"/EXIT" not in extra_args and not scene.pov.pov_editor: extra_args.append("/EXIT") else: # added -d option to prevent render window popup which leads to segfault on linux extra_args.append("-d") # Start Rendering! try: self._process = subprocess.Popen([pov_binary, self._temp_file_ini] + extra_args, stdout=subprocess.PIPE, stderr=subprocess.STDOUT) except OSError: # TODO, report api print("POV-Ray 3.7: could not execute '%s'" % pov_binary) import traceback traceback.print_exc() print ("***-DONE-***") return False else: print("Engine ready!...") print("Command line arguments passed: " + str(extra_args)) return True # Now that we have a valid process def _cleanup(self): for f in (self._temp_file_in, self._temp_file_ini, self._temp_file_out): for i in range(5): try: os.unlink(f) break except OSError: # Wait a bit before retrying file might be still in use by Blender, # and Windows does not know how to delete a file in use! time.sleep(self.DELAY) for i in unpacked_images: for c in range(5): try: os.unlink(i) break except OSError: # Wait a bit before retrying file might be still in use by Blender, # and Windows does not know how to delete a file in use! time.sleep(self.DELAY) def render(self, scene): import tempfile r = scene.render x = int(r.resolution_x * r.resolution_percentage * 0.01) y = int(r.resolution_y * r.resolution_percentage * 0.01) print("***INITIALIZING***") # This makes some tests on the render, returning True if all goes good, and False if # it was finished one way or the other. # It also pauses the script (time.sleep()) def _test_wait(): time.sleep(self.DELAY) # User interrupts the rendering if self.test_break(): try: self._process.terminate() print("***POV INTERRUPTED***") except OSError: pass return False poll_result = self._process.poll() # POV process is finisehd, one way or the other if poll_result is not None: if poll_result < 0: print("***POV PROCESS FAILED : %s ***" % poll_result) self.update_stats("", "POV-Ray 3.7: Failed") return False return True if scene.pov.text_block !="": 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 #self._temp_file_out = tempfile.NamedTemporaryFile(suffix=".tga", delete=False).name self._temp_file_ini = tempfile.NamedTemporaryFile(suffix=".ini", delete=False).name self._temp_file_log = os.path.join(tempfile.gettempdir(), "alltext.out") else: povPath = scene.pov.text_block renderImagePath = os.path.splitext(povPath)[0] self._temp_file_out =os.path.join(preview_dir, renderImagePath ) self._temp_file_in = os.path.join(preview_dir, povPath) self._temp_file_ini = os.path.join(preview_dir, (os.path.splitext(self._temp_file_in)[0]+".INI")) self._temp_file_log = os.path.join(preview_dir, "alltext.out") ''' try: os.remove(self._temp_file_in) # so as not to load the old file except OSError: pass ''' print(scene.pov.text_block) text = bpy.data.texts[scene.pov.text_block] file=open("%s"%self._temp_file_in,"w") # Why are the newlines needed? file.write("\n") file.write(text.as_string()) file.write("\n") file.close() # has to be called to update the frame on exporting animations scene.frame_set(scene.frame_current) pov_binary = PovrayRender._locate_binary() if not pov_binary: print("POV-Ray 3.7: could not execute povray, possibly POV-Ray isn't installed") return False # start ini UI options export self.update_stats("", "POV-Ray 3.7: Exporting ini options from Blender") write_pov_ini(scene, self._temp_file_ini, self._temp_file_log, self._temp_file_in, self._temp_file_out) print ("***-STARTING-***") 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": if"/EXIT" not in extra_args and not scene.pov.pov_editor: extra_args.append("/EXIT") else: # added -d option to prevent render window popup which leads to segfault on linux extra_args.append("-d") # Start Rendering! try: _process = subprocess.Popen([pov_binary, self._temp_file_ini] + extra_args, stdout=subprocess.PIPE, stderr=subprocess.STDOUT) except OSError: # TODO, report api print("POV-Ray 3.7: could not execute '%s'" % pov_binary) import traceback traceback.print_exc() print ("***-DONE-***") return False else: print("Engine ready!...") print("Command line arguments passed: " + str(extra_args)) #return True self.update_stats("", "POV-Ray 3.7: Parsing File") # Indented in main function now so repeated here but still not working # to bring back render result to its buffer if os.path.exists(self._temp_file_out): 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) result = self.begin_result(0, 0, x, y) lay = result.layers[0] time.sleep(self.DELAY) try: lay.load_from_file(self._temp_file_out) except RuntimeError: print("***POV ERROR WHILE READING OUTPUT FILE***") self.end_result(result) #print(self._temp_file_log) #bring the pov log to blender console with proper path? with open(self._temp_file_log) as f: # The with keyword automatically closes the file when you are done print(f.read()) self.update_stats("", "") if scene.pov.tempfiles_enable or scene.pov.deletefiles_enable: self._cleanup() else: ##WIP output format ## if r.image_settings.file_format == 'OPENEXR': ## fformat = 'EXR' ## render.image_settings.color_mode = 'RGBA' ## else: ## fformat = 'TGA' ## r.image_settings.file_format = 'TARGA' ## r.image_settings.color_mode = 'RGBA' blendSceneName = bpy.data.filepath.split(os.path.sep)[-1].split(".")[0] povSceneName = "" povPath = "" renderImagePath = "" # has to be called to update the frame on exporting animations scene.frame_set(scene.frame_current) if not scene.pov.tempfiles_enable: # check paths povPath = bpy.path.abspath(scene.pov.scene_path).replace('\\', '/') if povPath == "": if bpy.data.is_saved: 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.data.is_saved: 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) # for now this has to be the same like the pov output. Bug in POV-Ray RC3. # renderImagePath = renderImagePath + "\\" + povSceneName 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 # XXX This is no more valid, as 3.7 always creates output file once render is finished! parsing = re.compile(br"= \[Parsing\.\.\.\] =") rendering = re.compile(br"= \[Rendering\.\.\.\] =") percent = re.compile(r"\(([0-9]{1,3})%\)") # print("***POV WAITING FOR FILE***") data = b"" last_line = "" while _test_wait(): # POV in Windows does not output its stdout/stderr, it displays them in its GUI if self._is_windows: self.update_stats("", "POV-Ray 3.7: Rendering File") else: t_data = self._process.stdout.read(10000) if not t_data: continue data += t_data # XXX This is working for UNIX, not sure whether it might need adjustments for # other OSs # First replace is for windows t_data = str(t_data).replace('\\r\\n', '\\n').replace('\\r', '\r') lines = t_data.split('\\n') last_line += lines[0] lines[0] = last_line print('\n'.join(lines), end="") last_line = lines[-1] if rendering.search(data): _pov_rendering = True match = percent.findall(str(data)) if match: self.update_stats("", "POV-Ray 3.7: Rendering File (%s%%)" % match[-1]) else: self.update_stats("", "POV-Ray 3.7: Rendering File") elif parsing.search(data): self.update_stats("", "POV-Ray 3.7: Parsing File") if os.path.exists(self._temp_file_out): # print("***POV FILE OK***") #self.update_stats("", "POV-Ray 3.7: Rendering") # prev_size = -1 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) # XXX, tests for border render. #result = self.begin_result(xmin, ymin, xmax - xmin, ymax - ymin) #result = self.begin_result(0, 0, xmax - xmin, ymax - ymin) lay = result.layers[0] # This assumes the file has been fully written We wait a bit, just in case! time.sleep(self.DELAY) try: lay.load_from_file(self._temp_file_out) # XXX, tests for border render. #lay.load_from_file(self._temp_file_out, xmin, ymin) except RuntimeError: print("***POV ERROR WHILE READING OUTPUT FILE***") # Not needed right now, might only be useful if we find a way to use temp raw output of # pov 3.7 (in which case it might go under _test_wait()). ''' def update_image(): # possible the image wont load early on. try: lay.load_from_file(self._temp_file_out) # XXX, tests for border render. #lay.load_from_file(self._temp_file_out, xmin, ymin) #lay.load_from_file(self._temp_file_out, xmin, ymin) except RuntimeError: pass # 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) ''' self.end_result(result) else: print("***POV FILE NOT FOUND***") print("***POV FILE FINISHED***") #print(filename_log) #bring the pov log to blender console with proper path? with open(self._temp_file_log) as f: # The with keyword automatically closes the file when you are done print(f.read()) self.update_stats("", "") if scene.pov.tempfiles_enable or scene.pov.deletefiles_enable: self._cleanup() ################################################################################## #################################Operators######################################## ################################################################################## class RenderPovTexturePreview(Operator): bl_idname = "tex.preview_update" bl_label = "Update preview" def execute(self, context): tex=bpy.context.object.active_material.active_texture #context.texture texPrevName=string_strip_hyphen(bpy.path.clean_name(tex.name))+"_prev" ## Make sure Preview directory exists and is empty if not os.path.isdir(preview_dir): os.mkdir(preview_dir) iniPrevFile=os.path.join(preview_dir, "Preview.ini") inputPrevFile=os.path.join(preview_dir, "Preview.pov") outputPrevFile=os.path.join(preview_dir, texPrevName) ##################### ini ########################################## fileIni=open("%s"%iniPrevFile,"w") fileIni.write('Version=3.7\n') fileIni.write('Input_File_Name="%s"\n'%inputPrevFile) fileIni.write('Output_File_Name="%s.png"\n'%outputPrevFile) fileIni.write('Library_Path="%s"\n' % preview_dir) fileIni.write('Width=256\n') fileIni.write('Height=256\n') fileIni.write('Pause_When_Done=0\n') fileIni.write('Output_File_Type=N\n') fileIni.write('Output_Alpha=1\n') fileIni.write('Antialias=on\n') fileIni.write('Sampling_Method=2\n') fileIni.write('Antialias_Depth=3\n') fileIni.write('-d\n') fileIni.close() ##################### pov ########################################## filePov=open("%s"%inputPrevFile,"w") PATname = "PAT_"+string_strip_hyphen(bpy.path.clean_name(tex.name)) filePov.write("#declare %s = \n"%PATname) filePov.write(shading.exportPattern(tex, string_strip_hyphen)) filePov.write("#declare Plane =\n") filePov.write("mesh {\n") filePov.write(" triangle {<-2.021,-1.744,2.021>,<-2.021,-1.744,-2.021>,<2.021,-1.744,2.021>}\n") filePov.write(" triangle {<-2.021,-1.744,-2.021>,<2.021,-1.744,-2.021>,<2.021,-1.744,2.021>}\n") filePov.write(" texture{%s}\n"%PATname) filePov.write("}\n") filePov.write("object {Plane}\n") filePov.write("light_source {\n") filePov.write(" <0,4.38,-1.92e-07>\n") filePov.write(" color rgb<4, 4, 4>\n") filePov.write(" parallel\n") filePov.write(" point_at <0, 0, -1>\n") filePov.write("}\n") filePov.write("camera {\n") filePov.write(" location <0, 0, 0>\n") filePov.write(" look_at <0, 0, -1>\n") filePov.write(" right <-1.0, 0, 0>\n") filePov.write(" up <0, 1, 0>\n") filePov.write(" angle 96.805211\n") filePov.write(" rotate <-90.000003, -0.000000, 0.000000>\n") filePov.write(" translate <0.000000, 0.000000, 0.000000>\n") filePov.write("}\n") filePov.close() ##################### end write ########################################## pov_binary = PovrayRender._locate_binary() if sys.platform[:3] == "win": p1=subprocess.Popen(["%s"%pov_binary,"/EXIT","%s"%iniPrevFile], stdout=subprocess.PIPE,stderr=subprocess.STDOUT) else: p1=subprocess.Popen(["%s"%pov_binary,"-d","%s"%iniPrevFile], stdout=subprocess.PIPE,stderr=subprocess.STDOUT) p1.wait() tex.use_nodes = True tree = tex.node_tree links = tree.links for n in tree.nodes: tree.nodes.remove(n) im = tree.nodes.new("TextureNodeImage") pathPrev="%s.png"%outputPrevFile im.image = bpy.data.images.load(pathPrev) name=pathPrev name=name.split("/") name=name[len(name)-1] im.name = name im.location = 200,200 previewer = tree.nodes.new('TextureNodeOutput') previewer.label = "Preview" previewer.location = 400,400 links.new(im.outputs[0],previewer.inputs[0]) #tex.type="IMAGE" # makes clip extend possible #tex.extension="CLIP" return {'FINISHED'} class RunPovTextRender(Operator): bl_idname = "text.run" bl_label = "Run" bl_context = "text" bl_description = "Run a render with this text only" def execute(self, context): scene = context.scene scene.pov.text_block = context.space_data.text.name bpy.ops.render.render() #empty text name property engain scene.pov.text_block = "" return {'FINISHED'}