# ***** 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 import re import random import platform# import subprocess# from bpy.types import(Operator)#all added for render preview ##############################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: print(" WARNING: texture image format not supported ") 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 imgMapBG(wts): image_mapBG = "" # texture_coords refers to the mapping of world textures: if wts.texture_coords == 'VIEW': 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) # 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(ob): return (ob.hide_render==False) def renderable_objects(): return [ob for ob in bpy.data.objects if is_renderable(ob)] tabLevel = 0 unpacked_images=[] def exportPattern(texture): tex=texture pat = tex.pov PATname = "PAT_%s"%string_strip_hyphen(bpy.path.clean_name(tex.name)) mappingDif = ("translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>" % \ (pat.tex_mov_x, pat.tex_mov_y, pat.tex_mov_z, 1.0 / pat.tex_scale_x, 1.0 / pat.tex_scale_y, 1.0 / pat.tex_scale_z)) texStrg="" def exportColorRamp(texture): tex=texture pat = tex.pov colRampStrg="color_map {\n" numColor=0 for el in tex.color_ramp.elements: numColor+=1 pos = el.position col=el.color colR,colG,colB,colA = col[0],col[1],col[2],1-col[3] if pat.tex_pattern_type not in {'checker', 'hexagon', 'square', 'triangular', 'brick'} : colRampStrg+="[%.4g color rgbf<%.4g,%.4g,%.4g,%.4g>] \n"%(pos,colR,colG,colB,colA) if pat.tex_pattern_type in {'brick','checker'} and numColor < 3: colRampStrg+="color rgbf<%.4g,%.4g,%.4g,%.4g> \n"%(colR,colG,colB,colA) if pat.tex_pattern_type == 'hexagon' and numColor < 4 : colRampStrg+="color rgbf<%.4g,%.4g,%.4g,%.4g> \n"%(colR,colG,colB,colA) if pat.tex_pattern_type == 'square' and numColor < 5 : colRampStrg+="color rgbf<%.4g,%.4g,%.4g,%.4g> \n"%(colR,colG,colB,colA) if pat.tex_pattern_type == 'triangular' and numColor < 7 : colRampStrg+="color rgbf<%.4g,%.4g,%.4g,%.4g> \n"%(colR,colG,colB,colA) colRampStrg+="} \n" #end color map return colRampStrg #much work to be done here only defaults translated for now: #pov noise_generator 3 means perlin noise if pat.tex_pattern_type == 'emulator': texStrg+="pigment {\n" ####################### EMULATE BLENDER VORONOI TEXTURE #################### if tex.type == 'VORONOI': texStrg+="crackle\n" texStrg+=" offset %.4g\n"%tex.nabla texStrg+=" form <%.4g,%.4g,%.4g>\n"%(tex.weight_1, tex.weight_2, tex.weight_3) if tex.distance_metric == 'DISTANCE': texStrg+=" metric 2.5\n" if tex.distance_metric == 'DISTANCE_SQUARED': texStrg+=" metric 2.5\n" texStrg+=" poly_wave 2\n" if tex.distance_metric == 'MINKOVSKY': texStrg+=" metric %s\n"%tex.minkovsky_exponent if tex.distance_metric == 'MINKOVSKY_FOUR': texStrg+=" metric 4\n" if tex.distance_metric == 'MINKOVSKY_HALF': texStrg+=" metric 0.5\n" if tex.distance_metric == 'CHEBYCHEV': texStrg+=" metric 10\n" if tex.distance_metric == 'MANHATTAN': texStrg+=" metric 1\n" if tex.color_mode == 'POSITION': texStrg+="solid\n" texStrg+="scale 0.25\n" if tex.use_color_ramp == True: texStrg+=exportColorRamp(tex) else: texStrg+="color_map {\n" texStrg+="[0 color rgbt<0,0,0,1>]\n" texStrg+="[1 color rgbt<1,1,1,0>]\n" texStrg+="}\n" ####################### EMULATE BLENDER CLOUDS TEXTURE #################### if tex.type == 'CLOUDS': if tex.noise_type == 'SOFT_NOISE': texStrg+="wrinkles\n" texStrg+="scale 0.25\n" else: texStrg+="granite\n" if tex.use_color_ramp == True: texStrg+=exportColorRamp(tex) else: texStrg+="color_map {\n" texStrg+="[0 color rgbt<0,0,0,1>]\n" texStrg+="[1 color rgbt<1,1,1,0>]\n" texStrg+="}\n" ####################### EMULATE BLENDER WOOD TEXTURE #################### if tex.type == 'WOOD': if tex.wood_type == 'RINGS': texStrg+="wood\n" texStrg+="scale 0.25\n" if tex.wood_type == 'RINGNOISE': texStrg+="wood\n" texStrg+="scale 0.25\n" texStrg+="turbulence %.4g\n"%(tex.turbulence/100) if tex.wood_type == 'BANDS': texStrg+="marble\n" texStrg+="scale 0.25\n" texStrg+="rotate <45,-45,45>\n" if tex.wood_type == 'BANDNOISE': texStrg+="marble\n" texStrg+="scale 0.25\n" texStrg+="rotate <45,-45,45>\n" texStrg+="turbulence %.4g\n"%(tex.turbulence/10) if tex.noise_basis_2 == 'SIN': texStrg+="sine_wave\n" if tex.noise_basis_2 == 'TRI': texStrg+="triangle_wave\n" if tex.noise_basis_2 == 'SAW': texStrg+="ramp_wave\n" if tex.use_color_ramp == True: texStrg+=exportColorRamp(tex) else: texStrg+="color_map {\n" texStrg+="[0 color rgbt<0,0,0,0>]\n" texStrg+="[1 color rgbt<1,1,1,0>]\n" texStrg+="}\n" ####################### EMULATE BLENDER STUCCI TEXTURE #################### if tex.type == 'STUCCI': texStrg+="bozo\n" texStrg+="scale 0.25\n" if tex.noise_type == 'HARD_NOISE': texStrg+="triangle_wave\n" if tex.use_color_ramp == True: texStrg+=exportColorRamp(tex) else: texStrg+="color_map {\n" texStrg+="[0 color rgbf<1,1,1,0>]\n" texStrg+="[1 color rgbt<0,0,0,1>]\n" texStrg+="}\n" else: if tex.use_color_ramp == True: texStrg+=exportColorRamp(tex) else: texStrg+="color_map {\n" texStrg+="[0 color rgbf<0,0,0,1>]\n" texStrg+="[1 color rgbt<1,1,1,0>]\n" texStrg+="}\n" ####################### EMULATE BLENDER MAGIC TEXTURE #################### if tex.type == 'MAGIC': texStrg+="leopard\n" if tex.use_color_ramp == True: texStrg+=exportColorRamp(tex) else: texStrg+="color_map {\n" texStrg+="[0 color rgbt<1,1,1,0.5>]\n" texStrg+="[0.25 color rgbf<0,1,0,0.75>]\n" texStrg+="[0.5 color rgbf<0,0,1,0.75>]\n" texStrg+="[0.75 color rgbf<1,0,1,0.75>]\n" texStrg+="[1 color rgbf<0,1,0,0.75>]\n" texStrg+="}\n" texStrg+="scale 0.1\n" ####################### EMULATE BLENDER MARBLE TEXTURE #################### if tex.type == 'MARBLE': texStrg+="marble\n" texStrg+="turbulence 0.5\n" texStrg+="noise_generator 3\n" texStrg+="scale 0.75\n" texStrg+="rotate <45,-45,45>\n" if tex.use_color_ramp == True: texStrg+=exportColorRamp(tex) else: if tex.marble_type == 'SOFT': texStrg+="color_map {\n" texStrg+="[0 color rgbt<0,0,0,0>]\n" texStrg+="[0.05 color rgbt<0,0,0,0>]\n" texStrg+="[1 color rgbt<0.9,0.9,0.9,0>]\n" texStrg+="}\n" elif tex.marble_type == 'SHARP': texStrg+="color_map {\n" texStrg+="[0 color rgbt<0,0,0,0>]\n" texStrg+="[0.025 color rgbt<0,0,0,0>]\n" texStrg+="[1 color rgbt<0.9,0.9,0.9,0>]\n" texStrg+="}\n" else: texStrg+="[0 color rgbt<0,0,0,0>]\n" texStrg+="[1 color rgbt<1,1,1,0>]\n" texStrg+="}\n" if tex.noise_basis_2 == 'SIN': texStrg+="sine_wave\n" if tex.noise_basis_2 == 'TRI': texStrg+="triangle_wave\n" if tex.noise_basis_2 == 'SAW': texStrg+="ramp_wave\n" ####################### EMULATE BLENDER BLEND TEXTURE #################### if tex.type == 'BLEND': if tex.progression=='RADIAL': texStrg+="radial\n" if tex.use_flip_axis=='HORIZONTAL': texStrg+="rotate x*90\n" else: texStrg+="rotate <-90,0,90>\n" texStrg+="ramp_wave\n" elif tex.progression=='SPHERICAL': texStrg+="spherical\n" texStrg+="scale 3\n" texStrg+="poly_wave 1\n" elif tex.progression=='QUADRATIC_SPHERE': texStrg+="spherical\n" texStrg+="scale 3\n" texStrg+=" poly_wave 2\n" elif tex.progression=='DIAGONAL': texStrg+="gradient <1,1,0>\n" texStrg+="scale 3\n" elif tex.use_flip_axis=='HORIZONTAL': texStrg+="gradient x\n" texStrg+="scale 2.01\n" elif tex.use_flip_axis=='VERTICAL': texStrg+="gradient y\n" texStrg+="scale 2.01\n" #texStrg+="ramp_wave\n" #texStrg+="frequency 0.5\n" texStrg+="phase 0.5\n" if tex.use_color_ramp == True: texStrg+=exportColorRamp(tex) else: texStrg+="color_map {\n" texStrg+="[0 color rgbt<1,1,1,0>]\n" texStrg+="[1 color rgbf<0,0,0,1>]\n" texStrg+="}\n" if tex.progression == 'LINEAR': texStrg+=" poly_wave 1\n" if tex.progression == 'QUADRATIC': texStrg+=" poly_wave 2\n" if tex.progression == 'EASING': texStrg+=" poly_wave 1.5\n" ####################### EMULATE BLENDER MUSGRAVE TEXTURE #################### # if tex.type == 'MUSGRAVE': # texStrg+="function{ f_ridged_mf( x, y, 0, 1, 2, 9, -0.5, 3,3 )*0.5}\n" # texStrg+="color_map {\n" # texStrg+="[0 color rgbf<0,0,0,1>]\n" # texStrg+="[1 color rgbf<1,1,1,0>]\n" # texStrg+="}\n" # simplified for now: if tex.type == 'MUSGRAVE': texStrg+="bozo scale 0.25 \n" if tex.use_color_ramp == True: texStrg+=exportColorRamp(tex) else: texStrg+="color_map {[0.5 color rgbf<0,0,0,1>][1 color rgbt<1,1,1,0>]}ramp_wave \n" ####################### EMULATE BLENDER DISTORTED NOISE TEXTURE #################### if tex.type == 'DISTORTED_NOISE': texStrg+="average\n" texStrg+=" pigment_map {\n" texStrg+=" [1 bozo scale 0.25 turbulence %.4g\n" %tex.distortion if tex.use_color_ramp == True: texStrg+=exportColorRamp(tex) else: texStrg+="color_map {\n" texStrg+="[0 color rgbt<1,1,1,0>]\n" texStrg+="[1 color rgbf<0,0,0,1>]\n" texStrg+="}\n" texStrg+="]\n" if tex.noise_distortion == 'CELL_NOISE': texStrg+=" [1 cells scale 0.1\n" if tex.use_color_ramp == True: texStrg+=exportColorRamp(tex) else: texStrg+="color_map {\n" texStrg+="[0 color rgbt<1,1,1,0>]\n" texStrg+="[1 color rgbf<0,0,0,1>]\n" texStrg+="}\n" texStrg+="]\n" if tex.noise_distortion=='VORONOI_CRACKLE': texStrg+=" [1 crackle scale 0.25\n" if tex.use_color_ramp == True: texStrg+=exportColorRamp(tex) else: texStrg+="color_map {\n" texStrg+="[0 color rgbt<1,1,1,0>]\n" texStrg+="[1 color rgbf<0,0,0,1>]\n" texStrg+="}\n" texStrg+="]\n" if tex.noise_distortion in ['VORONOI_F1','VORONOI_F2','VORONOI_F3','VORONOI_F4','VORONOI_F2_F1']: texStrg+=" [1 crackle metric 2.5 scale 0.25 turbulence %.4g\n" %(tex.distortion/2) if tex.use_color_ramp == True: texStrg+=exportColorRamp(tex) else: texStrg+="color_map {\n" texStrg+="[0 color rgbt<1,1,1,0>]\n" texStrg+="[1 color rgbf<0,0,0,1>]\n" texStrg+="}\n" texStrg+="]\n" else: texStrg+=" [1 wrinkles scale 0.25\n" if tex.use_color_ramp == True: texStrg+=exportColorRamp(tex) else: texStrg+="color_map {\n" texStrg+="[0 color rgbt<1,1,1,0>]\n" texStrg+="[1 color rgbf<0,0,0,1>]\n" texStrg+="}\n" texStrg+="]\n" texStrg+=" }\n" ####################### EMULATE BLENDER NOISE TEXTURE #################### if tex.type == 'NOISE': texStrg+="cells\n" texStrg+="turbulence 3\n" texStrg+="omega 3\n" if tex.use_color_ramp == True: texStrg+=exportColorRamp(tex) else: texStrg+="color_map {\n" texStrg+="[0.75 color rgb<0,0,0,>]\n" texStrg+="[1 color rgb<1,1,1,>]\n" texStrg+="}\n" ####################### IGNORE OTHER BLENDER TEXTURE #################### else: #non translated textures pass texStrg+="}\n\n" texStrg+="#declare f%s=\n"%PATname texStrg+="function{pigment{%s}}\n"%PATname texStrg+="\n" else: texStrg+="pigment {\n" texStrg+="%s\n"%pat.tex_pattern_type if pat.tex_pattern_type == 'agate': texStrg+="agate_turb %.4g\n"%pat.modifier_turbulence if pat.tex_pattern_type in {'spiral1', 'spiral2', 'tiling'}: texStrg+="%s\n"%pat.modifier_numbers if pat.tex_pattern_type == 'quilted': texStrg+="control0 %s control1 %s\n"%(pat.modifier_control0, pat.modifier_control1) if pat.tex_pattern_type == 'mandel': texStrg+="%s exponent %s \n"%(pat.f_iter, pat.f_exponent) if pat.tex_pattern_type == 'julia': texStrg+="<%.4g, %.4g> %s exponent %s \n"%(pat.julia_complex_1, pat.julia_complex_2, pat.f_iter, pat.f_exponent) if pat.tex_pattern_type == 'magnet' and pat.magnet_style == 'mandel': texStrg+="%s mandel %s \n"%(pat.magnet_type, pat.f_iter) if pat.tex_pattern_type == 'magnet' and pat.magnet_style == 'julia': texStrg+="%s julia <%.4g, %.4g> %s\n"%(pat.magnet_type, pat.julia_complex_1, pat.julia_complex_2, pat.f_iter) if pat.tex_pattern_type in {'mandel', 'julia', 'magnet'}: texStrg+="interior %s, %.4g\n"%(pat.f_ior, pat.f_ior_fac) texStrg+="exterior %s, %.4g\n"%(pat.f_eor, pat.f_eor_fac) if pat.tex_pattern_type == 'gradient': texStrg+="<%s, %s, %s> \n"%(pat.grad_orient_x, pat.grad_orient_y, pat.grad_orient_z) if pat.tex_pattern_type == 'pavement': numTiles=pat.pave_tiles numPattern=1 if pat.pave_sides == '4' and pat.pave_tiles == 3: numPattern = pat.pave_pat_2 if pat.pave_sides == '6' and pat.pave_tiles == 3: numPattern = pat.pave_pat_3 if pat.pave_sides == '3' and pat.pave_tiles == 4: numPattern = pat.pave_pat_3 if pat.pave_sides == '3' and pat.pave_tiles == 5: numPattern = pat.pave_pat_4 if pat.pave_sides == '4' and pat.pave_tiles == 4: numPattern = pat.pave_pat_5 if pat.pave_sides == '6' and pat.pave_tiles == 4: numPattern = pat.pave_pat_7 if pat.pave_sides == '4' and pat.pave_tiles == 5: numPattern = pat.pave_pat_12 if pat.pave_sides == '3' and pat.pave_tiles == 6: numPattern = pat.pave_pat_12 if pat.pave_sides == '6' and pat.pave_tiles == 5: numPattern = pat.pave_pat_22 if pat.pave_sides == '4' and pat.pave_tiles == 6: numPattern = pat.pave_pat_35 if pat.pave_sides == '6' and pat.pave_tiles == 6: numTiles = 5 texStrg+="number_of_sides %s number_of_tiles %s pattern %s form %s \n"%(pat.pave_sides, numTiles, numPattern, pat.pave_form) ################ functions ##################################################################################################### if pat.tex_pattern_type == 'function': texStrg+="{ %s"%pat.func_list texStrg+="(x" if pat.func_plus_x != "NONE": if pat.func_plus_x =='increase': texStrg+="*" if pat.func_plus_x =='plus': texStrg+="+" texStrg+="%.4g"%pat.func_x texStrg+=",y" if pat.func_plus_y != "NONE": if pat.func_plus_y =='increase': texStrg+="*" if pat.func_plus_y =='plus': texStrg+="+" texStrg+="%.4g"%pat.func_y texStrg+=",z" if pat.func_plus_z != "NONE": if pat.func_plus_z =='increase': texStrg+="*" if pat.func_plus_z =='plus': texStrg+="+" texStrg+="%.4g"%pat.func_z sort = -1 if pat.func_list in {"f_comma","f_crossed_trough","f_cubic_saddle","f_cushion","f_devils_curve", "f_enneper","f_glob","f_heart","f_hex_x","f_hex_y","f_hunt_surface", "f_klein_bottle","f_kummer_surface_v1","f_lemniscate_of_gerono","f_mitre", "f_nodal_cubic","f_noise_generator","f_odd","f_paraboloid","f_pillow", "f_piriform","f_quantum","f_quartic_paraboloid","f_quartic_saddle", "f_sphere","f_steiners_roman","f_torus_gumdrop","f_umbrella"}: sort = 0 if pat.func_list in {"f_bicorn","f_bifolia","f_boy_surface","f_superellipsoid","f_torus"}: sort = 1 if pat.func_list in {"f_ellipsoid","f_folium_surface","f_hyperbolic_torus", "f_kampyle_of_eudoxus","f_parabolic_torus","f_quartic_cylinder","f_torus2"}: sort = 2 if pat.func_list in {"f_blob2","f_cross_ellipsoids","f_flange_cover","f_isect_ellipsoids", "f_kummer_surface_v2","f_ovals_of_cassini","f_rounded_box","f_spikes_2d","f_strophoid"}: sort = 3 if pat.func_list in {"f_algbr_cyl1","f_algbr_cyl2","f_algbr_cyl3","f_algbr_cyl4","f_blob","f_mesh1","f_poly4","f_spikes"}: sort = 4 if pat.func_list in {"f_devils_curve_2d","f_dupin_cyclid","f_folium_surface_2d","f_hetero_mf","f_kampyle_of_eudoxus_2d", "f_lemniscate_of_gerono_2d","f_polytubes","f_ridge","f_ridged_mf","f_spiral","f_witch_of_agnesi"}: sort = 5 if pat.func_list in {"f_helix1","f_helix2","f_piriform_2d","f_strophoid_2d"}: sort = 6 if pat.func_list == "f_helical_torus": sort = 7 if sort > -1: texStrg+=",%.4g"%pat.func_P0 if sort > 0: texStrg+=",%.4g"%pat.func_P1 if sort > 1: texStrg+=",%.4g"%pat.func_P2 if sort > 2: texStrg+=",%.4g"%pat.func_P3 if sort > 3: texStrg+=",%.4g"%pat.func_P4 if sort > 4: texStrg+=",%.4g"%pat.func_P5 if sort > 5: texStrg+=",%.4g"%pat.func_P6 if sort > 6: texStrg+=",%.4g"%pat.func_P7 texStrg+=",%.4g"%pat.func_P8 texStrg+=",%.4g"%pat.func_P9 texStrg+=")}\n" ############## end functions ############################################################### if pat.tex_pattern_type not in {'checker', 'hexagon', 'square', 'triangular', 'brick'}: texStrg+="color_map {\n" numColor=0 if tex.use_color_ramp == True: for el in tex.color_ramp.elements: numColor+=1 pos = el.position col=el.color colR,colG,colB,colA = col[0],col[1],col[2],1-col[3] if pat.tex_pattern_type not in {'checker', 'hexagon', 'square', 'triangular', 'brick'} : texStrg+="[%.4g color rgbf<%.4g,%.4g,%.4g,%.4g>] \n"%(pos,colR,colG,colB,colA) if pat.tex_pattern_type in {'brick','checker'} and numColor < 3: texStrg+="color rgbf<%.4g,%.4g,%.4g,%.4g> \n"%(colR,colG,colB,colA) if pat.tex_pattern_type == 'hexagon' and numColor < 4 : texStrg+="color rgbf<%.4g,%.4g,%.4g,%.4g> \n"%(colR,colG,colB,colA) if pat.tex_pattern_type == 'square' and numColor < 5 : texStrg+="color rgbf<%.4g,%.4g,%.4g,%.4g> \n"%(colR,colG,colB,colA) if pat.tex_pattern_type == 'triangular' and numColor < 7 : texStrg+="color rgbf<%.4g,%.4g,%.4g,%.4g> \n"%(colR,colG,colB,colA) else: texStrg+="[0 color rgbf<0,0,0,1>]\n" texStrg+="[1 color rgbf<1,1,1,0>]\n" if pat.tex_pattern_type not in {'checker', 'hexagon', 'square', 'triangular', 'brick'} : texStrg+="} \n" if pat.tex_pattern_type == 'brick': texStrg+="brick_size <%.4g, %.4g, %.4g> mortar %.4g \n"%(pat.brick_size_x, pat.brick_size_y, pat.brick_size_z, pat.brick_mortar) texStrg+="%s \n"%mappingDif texStrg+="rotate <%.4g,%.4g,%.4g> \n"%(pat.tex_rot_x, pat.tex_rot_y, pat.tex_rot_z) texStrg+="turbulence <%.4g,%.4g,%.4g> \n"%(pat.warp_turbulence_x, pat.warp_turbulence_y, pat.warp_turbulence_z) texStrg+="octaves %s \n"%pat.modifier_octaves texStrg+="lambda %.4g \n"%pat.modifier_lambda texStrg+="omega %.4g \n"%pat.modifier_omega texStrg+="frequency %.4g \n"%pat.modifier_frequency texStrg+="phase %.4g \n"%pat.modifier_phase texStrg+="}\n\n" texStrg+="#declare f%s=\n"%PATname texStrg+="function{pigment{%s}}\n"%PATname texStrg+="\n" return(texStrg) 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 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 material.pov.refraction_type == "0": pov_fake_caustics = False pov_photons_refraction = False elif material.pov.refraction_type == "1": pov_fake_caustics = True pov_photons_refraction = False elif material.pov.refraction_type == "2": pov_fake_caustics = False pov_photons_refraction = True # If only Raytrace transparency is set, its IOR will be used for refraction, but user # can set up 'un-physical' fresnel reflections in raytrace mirror parameters. # Last, if none of the above is specified, user can set up 'un-physical' fresnel # reflections in raytrace mirror parameters. And pov IOR defaults to 1. if material.pov.caustics_enable: if pov_fake_caustics: tabWrite("caustics %.3g\n" % material.pov.fake_caustics_power) if pov_photons_refraction: # 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 writeMaterial(material): # Assumes only called once on each material if material: name_orig = material.name name = materialNames[name_orig] = uniqueName(bpy.path.clean_name(name_orig), materialNames) else: name = name_orig = DEF_MAT_NAME if material: # If saturation(.s) is not zero, then color is not grey, and has a tint colored_specular_found = (material.specular_color.s > 0.0) ################## # Several versions of the finish: Level conditions are variations for specular/Mirror # texture channel map with alternative finish of 0 specular and no mirror reflection. # Level=1 Means No specular nor Mirror reflection # Level=2 Means translation of spec and mir levels for when no map influences them # Level=3 Means Maximum Spec and Mirror def povHasnoSpecularMaps(Level): if Level == 1: tabWrite("#declare %s = finish {" % safety(name, Level=1)) if comments: file.write(" //No specular nor Mirror reflection\n") else: tabWrite("\n") elif Level == 2: tabWrite("#declare %s = finish {" % safety(name, Level=2)) if comments: file.write(" //translation of spec and mir levels for when no map " \ "influences them\n") else: tabWrite("\n") elif Level == 3: tabWrite("#declare %s = finish {" % safety(name, Level=3)) if comments: file.write(" //Maximum Spec and Mirror\n") else: tabWrite("\n") if material: # POV-Ray 3.7 now uses two diffuse values respectively for front and back shading # (the back diffuse is like blender translucency) frontDiffuse = material.diffuse_intensity backDiffuse = material.translucency if material.pov.conserve_energy: #Total should not go above one if (frontDiffuse + backDiffuse) <= 1.0: pass elif frontDiffuse == backDiffuse: # Try to respect the user's 'intention' by comparing the two values but # bringing the total back to one. frontDiffuse = backDiffuse = 0.5 # Let the highest value stay the highest value. elif frontDiffuse > backDiffuse: # clamps the sum below 1 backDiffuse = min(backDiffuse, (1.0 - frontDiffuse)) else: frontDiffuse = min(frontDiffuse, (1.0 - backDiffuse)) # map hardness between 0.0 and 1.0 roughness = ((1.0 - ((material.specular_hardness - 1.0) / 510.0))) ## scale from 0.0 to 0.1 roughness *= 0.1 # add a small value because 0.0 is invalid. roughness += (1.0 / 511.0) ################################Diffuse Shader###################################### # Not used for Full spec (Level=3) of the shader. if material.diffuse_shader == 'OREN_NAYAR' and Level != 3: # Blender roughness is what is generally called oren nayar Sigma, # and brilliance in POV-Ray. tabWrite("brilliance %.3g\n" % (0.9 + material.roughness)) if material.diffuse_shader == 'TOON' and Level != 3: tabWrite("brilliance %.3g\n" % (0.01 + material.diffuse_toon_smooth * 0.25)) # Lower diffuse and increase specular for toon effect seems to look better # in POV-Ray. frontDiffuse *= 0.5 if material.diffuse_shader == 'MINNAERT' and Level != 3: #tabWrite("aoi %.3g\n" % material.darkness) pass # let's keep things simple for now if material.diffuse_shader == 'FRESNEL' and Level != 3: #tabWrite("aoi %.3g\n" % material.diffuse_fresnel_factor) pass # let's keep things simple for now if material.diffuse_shader == 'LAMBERT' and Level != 3: # trying to best match lambert attenuation by that constant brilliance value tabWrite("brilliance 1.8\n") if Level == 2: ###########################Specular Shader###################################### # No difference between phong and cook torrence in blender HaHa! if (material.specular_shader == 'COOKTORR' or material.specular_shader == 'PHONG'): tabWrite("phong %.3g\n" % (material.specular_intensity)) tabWrite("phong_size %.3g\n" % (material.specular_hardness / 2 + 0.25)) # POV-Ray 'specular' keyword corresponds to a Blinn model, without the ior. elif material.specular_shader == 'BLINN': # Use blender Blinn's IOR just as some factor for spec intensity tabWrite("specular %.3g\n" % (material.specular_intensity * (material.specular_ior / 4.0))) tabWrite("roughness %.3g\n" % roughness) #Could use brilliance 2(or varying around 2 depending on ior or factor) too. elif material.specular_shader == 'TOON': tabWrite("phong %.3g\n" % (material.specular_intensity * 2.0)) # use extreme phong_size tabWrite("phong_size %.3g\n" % (0.1 + material.specular_toon_smooth / 2.0)) elif material.specular_shader == 'WARDISO': # find best suited default constant for brilliance Use both phong and # specular for some values. tabWrite("specular %.3g\n" % (material.specular_intensity / (material.specular_slope + 0.0005))) # find best suited default constant for brilliance Use both phong and # specular for some values. tabWrite("roughness %.4g\n" % (0.0005 + material.specular_slope / 10.0)) # find best suited default constant for brilliance Use both phong and # specular for some values. tabWrite("brilliance %.4g\n" % (1.8 - material.specular_slope * 1.8)) #################################################################################### elif Level == 1: tabWrite("specular 0\n") elif Level == 3: tabWrite("specular 1\n") tabWrite("diffuse %.3g %.3g\n" % (frontDiffuse, backDiffuse)) tabWrite("ambient %.3g\n" % material.ambient) # POV-Ray blends the global value #tabWrite("ambient rgb <%.3g, %.3g, %.3g>\n" % \ # tuple([c*material.ambient for c in world.ambient_color])) tabWrite("emission %.3g\n" % material.emit) # New in POV-Ray 3.7 #POV-Ray just ignores roughness if there's no specular keyword #tabWrite("roughness %.3g\n" % roughness) if material.pov.conserve_energy: # added for more realistic shading. Needs some checking to see if it # really works. --Maurice. tabWrite("conserve_energy\n") if colored_specular_found == True: tabWrite("metallic\n") # 'phong 70.0 ' if Level != 1: if material.raytrace_mirror.use: raytrace_mirror = material.raytrace_mirror if raytrace_mirror.reflect_factor: tabWrite("reflection {\n") tabWrite("rgb <%.3g, %.3g, %.3g>" % material.mirror_color[:]) if material.pov.mirror_metallic: tabWrite("metallic %.3g" % (raytrace_mirror.reflect_factor)) if material.pov.mirror_use_IOR: # WORKING ? # Removed from the line below: gives a more physically correct # material but needs proper IOR. --Maurice tabWrite("fresnel 1 ") tabWrite("falloff %.3g exponent %.3g} " % \ (raytrace_mirror.fresnel, raytrace_mirror.fresnel_factor)) if material.subsurface_scattering.use: subsurface_scattering = material.subsurface_scattering tabWrite("subsurface { translucency <%.3g, %.3g, %.3g> }\n" % ( (subsurface_scattering.radius[0]), (subsurface_scattering.radius[1]), (subsurface_scattering.radius[2]), ) ) if material.pov.irid_enable: tabWrite("irid { %.4g thickness %.4g turbulence %.4g }" % \ (material.pov.irid_amount, material.pov.irid_thickness, material.pov.irid_turbulence)) else: tabWrite("diffuse 0.8\n") tabWrite("phong 70.0\n") #tabWrite("specular 0.2\n") # This is written into the object ''' if material and material.transparency_method=='RAYTRACE': 'interior { ior %.3g} ' % material.raytrace_transparency.ior ''' #tabWrite("crand 1.0\n") # Sand granyness #tabWrite("metallic %.6f\n" % material.spec) #tabWrite("phong %.6f\n" % material.spec) #tabWrite("phong_size %.6f\n" % material.spec) #tabWrite("brilliance %.6f " % (material.specular_hardness/256.0) # Like hardness tabWrite("}\n\n") # Level=2 Means translation of spec and mir levels for when no map influences them povHasnoSpecularMaps(Level=2) if material: special_texture_found = False for t in material.texture_slots: if t and t.use: if (t.texture.type == 'IMAGE' and t.texture.image) or t.texture.type != 'IMAGE': validPath=True else: validPath=False if(t and t.use and validPath and (t.use_map_specular or t.use_map_raymir or t.use_map_normal or t.use_map_alpha)): special_texture_found = True continue # Some texture found if special_texture_found or colored_specular_found: # Level=1 Means No specular nor Mirror reflection povHasnoSpecularMaps(Level=1) # Level=3 Means Maximum Spec and Mirror povHasnoSpecularMaps(Level=3) def exportCamera(): camera = scene.camera # DH disabled for now, this isn't the correct context active_object = None # bpy.context.active_object # does not always work MR matrix = global_matrix * camera.matrix_world focal_point = camera.data.dof_distance # compute resolution Qsize = float(render.resolution_x) / float(render.resolution_y) tabWrite("#declare camLocation = <%.6f, %.6f, %.6f>;\n" % matrix.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: tabWrite("aperture %.3g\n" % camera.data.pov.dof_aperture) tabWrite("blur_samples %d %d\n" % \ (camera.data.pov.dof_samples_min, camera.data.pov.dof_samples_max)) tabWrite("variance 1/%d\n" % camera.data.pov.dof_variance) tabWrite("confidence %.3g\n" % camera.data.pov.dof_confidence) tabWrite("focal_point <0, 0, %f>\n" % focal_point) tabWrite("}\n") def exportLamps(lamps): # 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 * 2.0 for c in lamp.color]) tabWrite("light_source {\n") tabWrite("< 0,0,0 >\n") tabWrite("color rgb<%.3g, %.3g, %.3g>\n" % color) if lamp.type == 'POINT': pass elif lamp.type == 'SPOT': tabWrite("spotlight\n") # Falloff is the main radius from the centre line tabWrite("falloff %.2f\n" % (degrees(lamp.spot_size) / 2.0)) # 1 TO 179 FOR BOTH tabWrite("radius %.6f\n" % \ ((degrees(lamp.spot_size) / 2.0) * (1.0 - lamp.spot_blend))) # Blender does not have a tightness equivilent, 0 is most like blender default. tabWrite("tightness 0\n") # 0:10f tabWrite("point_at <0, 0, -1>\n") elif lamp.type == 'SUN': tabWrite("parallel\n") tabWrite("point_at <0, 0, -1>\n") # *must* be after 'parallel' elif lamp.type == 'AREA': tabWrite("area_illumination\n") 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" % 2) 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)) 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 / 2.0)) 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 exportMeta(metas): # TODO - blenders 'motherball' naming is not supported. if comments and len(metas) >= 1: file.write("//--Blob objects--\n\n") for ob in metas: meta = ob.data # important because no elements will break parsing. elements = [elem for elem in meta.elements if elem.type in {'BALL', 'ELLIPSOID'}] if elements: tabWrite("blob {\n") tabWrite("threshold %.4g\n" % meta.threshold) importance = ob.pov.importance_value try: material = meta.materials[0] # lame! - blender cant do enything else. except: material = None for elem in elements: loc = elem.co stiffness = elem.stiffness if elem.use_negative: stiffness = - stiffness if elem.type == 'BALL': tabWrite("sphere { <%.6g, %.6g, %.6g>, %.4g, %.4g }\n" % \ (loc.x, loc.y, loc.z, elem.radius, stiffness)) # After this wecould do something simple like... # "pigment {Blue} }" # except we'll write the color elif elem.type == 'ELLIPSOID': # location is modified by scale tabWrite("sphere { <%.6g, %.6g, %.6g>, %.4g, %.4g }\n" % \ (loc.x / elem.size_x, loc.y / elem.size_y, loc.z / elem.size_z, elem.radius, stiffness)) tabWrite("scale <%.6g, %.6g, %.6g> \n" % \ (elem.size_x, elem.size_y, elem.size_z)) if material: diffuse_color = material.diffuse_color trans = 1.0 - material.alpha if material.use_transparency and material.transparency_method == 'RAYTRACE': povFilter = material.raytrace_transparency.filter * (1.0 - material.alpha) trans = (1.0 - material.alpha) - povFilter else: povFilter = 0.0 material_finish = materialNames[material.name] tabWrite("pigment {rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>} \n" % \ (diffuse_color[0], diffuse_color[1], diffuse_color[2], povFilter, trans)) tabWrite("finish {%s}\n" % safety(material_finish, Level=2)) else: tabWrite("pigment {rgb<1 1 1>} \n") # Write the finish last. tabWrite("finish {%s}\n" % (safety(DEF_MAT_NAME, Level=2))) writeObjectMaterial(material, ob) writeMatrix(global_matrix * ob.matrix_world) # Importance for radiosity sampling added here tabWrite("radiosity { \n") tabWrite("importance %3g \n" % importance) tabWrite("}\n") tabWrite("}\n") # End of Metaball block if 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 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', 'META', 'ARMATURE', 'LATTICE'}: continue # 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.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)) initCo = pSys.co_hair(ob, pindex, 0) if 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: #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 = 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 file.write('\npigment{ color rgbf < %.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 {rgbt <%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 {\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. try: me = ob.to_mesh(scene, True, 'RENDER') except: # happens when curves cant be made into meshes because of no-data continue importance = ob.pov.importance_value me_materials = me.materials me_faces = me.tessfaces[:] if not me or not me_faces: continue ############################################# # 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 sel: name_orig = "OB" + ob.name dataname_orig = "DATA" + ob.data.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") continue print("Writing Down First Occurence") 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 rgb <%6f,%6f,%6f> }}\n" % (col[0], col[1], col[2])) else: tabWrite("texture {pigment{ color rgb <%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: # No vertex colors, so write material colors as vertex colors for i, material in enumerate(me_materials): 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], 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: material_finish = materialNames[mater.name] if mater.use_transparency: trans = 1.0 - mater.alpha else: trans = 0.0 if (mater.specular_color.s == 0.0): colored_specular_found = False else: colored_specular_found = True if mater.use_transparency and mater.transparency_method == 'RAYTRACE': povFilter = mater.raytrace_transparency.filter * (1.0 - mater.alpha) trans = (1.0 - mater.alpha) - povFilter else: povFilter = 0.0 ##############SF texturesDif = "" texturesSpec = "" texturesNorm = "" texturesAlpha = "" #proceduralFlag=False for t in mater.texture_slots: if t and t.use and t.texture.type != 'IMAGE' and t.texture.type != 'NONE': proceduralFlag=True image_filename = "PAT_%s"%string_strip_hyphen(bpy.path.clean_name(t.texture.name)) if image_filename: if t.use_map_color_diffuse: texturesDif = image_filename # colvalue = t.default_value # UNUSED t_dif = t if t_dif.texture.pov.tex_gamma_enable: imgGamma = (" gamma %.3g " % t_dif.texture.pov.tex_gamma_value) if t.use_map_specular or t.use_map_raymir: texturesSpec = image_filename # colvalue = t.default_value # UNUSED t_spec = t if t.use_map_normal: texturesNorm = image_filename # colvalue = t.normal_factor * 10.0 # UNUSED #textNormName=t.texture.image.name + ".normal" #was the above used? --MR t_nor = t if t.use_map_alpha: texturesAlpha = image_filename # colvalue = t.alpha_factor * 10.0 # UNUSED #textDispName=t.texture.image.name + ".displ" #was the above used? --MR t_alpha = t if t and t.texture.type == 'IMAGE' and t.use and t.texture.image and t.texture.pov.tex_pattern_type == 'emulator': proceduralFlag=False if t.texture.image.packed_file: orig_image_filename=t.texture.image.filepath_raw workDir=os.path.dirname(__file__) previewDir=os.path.join(workDir, "preview") unpackedfilename= os.path.join(previewDir,("unpacked_img_"+(string_strip_hyphen(bpy.path.clean_name(t.texture.name))))) if not os.path.exists(unpackedfilename): # record which images that were newly copied and can be safely # cleaned up unpacked_images.append(unpackedfilename) t.texture.image.filepath_raw=unpackedfilename t.texture.image.save() image_filename = unpackedfilename t.texture.image.filepath_raw=orig_image_filename else: image_filename = path_image(t.texture.image) # IMAGE SEQUENCE BEGINS if image_filename: if bpy.data.images[t.texture.image.name].source == 'SEQUENCE': korvaa = "." + str(bpy.data.textures[t.texture.name].image_user.frame_offset + 1).zfill(3) + "." image_filename = image_filename.replace(".001.", korvaa) print(" seq debug ") print(image_filename) # IMAGE SEQUENCE ENDS imgGamma = "" if image_filename: if t.use_map_color_diffuse: texturesDif = image_filename # colvalue = t.default_value # UNUSED t_dif = t if t_dif.texture.pov.tex_gamma_enable: imgGamma = (" gamma %.3g " % t_dif.texture.pov.tex_gamma_value) if t.use_map_specular or t.use_map_raymir: texturesSpec = image_filename # colvalue = t.default_value # UNUSED t_spec = t if t.use_map_normal: texturesNorm = image_filename # colvalue = t.normal_factor * 10.0 # UNUSED #textNormName=t.texture.image.name + ".normal" #was the above used? --MR t_nor = t if t.use_map_alpha: texturesAlpha = image_filename # colvalue = t.alpha_factor * 10.0 # UNUSED #textDispName=t.texture.image.name + ".displ" #was the above used? --MR t_alpha = t #################################################################################### file.write("\n") # THIS AREA NEEDS TO LEAVE THE TEXTURE OPEN UNTIL ALL MAPS ARE WRITTEN DOWN. # --MR currentMatName = string_strip_hyphen(materialNames[mater.name]) LocalMaterialNames.append(currentMatName) file.write("\n #declare MAT_%s = \ntexture{\n" % currentMatName) ################################################################################ if mater.pov.replacement_text != "": file.write("%s\n" % mater.pov.replacement_text) ################################################################################# if mater.diffuse_shader == 'MINNAERT': tabWrite("\n") tabWrite("aoi\n") tabWrite("texture_map {\n") tabWrite("[%.3g finish {diffuse %.3g}]\n" % \ (mater.darkness / 2.0, 2.0 - mater.darkness)) tabWrite("[%.3g\n" % (1.0 - (mater.darkness / 2.0))) if mater.diffuse_shader == 'FRESNEL': # For FRESNEL diffuse in POV, we'll layer slope patterned textures # with lamp vector as the slope vector and nest one slope per lamp # into each texture map's entry. c = 1 while (c <= lampCount): tabWrite("slope { lampTarget%s }\n" % (c)) tabWrite("texture_map {\n") # Diffuse Fresnel value and factor go up to five, # other kind of values needed: used the number 5 below to remap tabWrite("[%.3g finish {diffuse %.3g}]\n" % \ ((5.0 - mater.diffuse_fresnel) / 5, (mater.diffuse_intensity * ((5.0 - mater.diffuse_fresnel_factor) / 5)))) tabWrite("[%.3g\n" % ((mater.diffuse_fresnel_factor / 5) * (mater.diffuse_fresnel / 5.0))) c += 1 # if shader is a 'FRESNEL' or 'MINNAERT': slope pigment pattern or aoi # and texture map above, the rest below as one of its entry if texturesSpec != "" or texturesAlpha != "": if texturesSpec != "": # tabWrite("\n") tabWrite("pigment_pattern {\n") if texturesSpec and texturesSpec.startswith("PAT_"): tabWrite("function{f%s(x,y,z).grey}" %texturesSpec) else: # POV-Ray "scale" is not a number of repetitions factor, but its # inverse, a standard scale factor. # Offset seems needed relatively to scale so probably center of the # scale is not the same in blender and POV mappingSpec = "translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>\n" % \ (-t_spec.offset.x, t_spec.offset.y, t_spec.offset.z, 1.0 / t_spec.scale.x, 1.0 / t_spec.scale.y, 1.0 / t_spec.scale.z) tabWrite("uv_mapping image_map{%s \"%s\" %s}\n" % \ (imageFormat(texturesSpec), texturesSpec, imgMap(t_spec))) tabWrite("%s\n" % mappingSpec) tabWrite("}\n") tabWrite("texture_map {\n") tabWrite("[0 \n") if texturesDif == "": if texturesAlpha != "": tabWrite("\n") if texturesAlpha and texturesAlpha.startswith("PAT_"): tabWrite("function{f%s(x,y,z).transmit}\n" %texturesAlpha) else: # POV-Ray "scale" is not a number of repetitions factor, but its # inverse, a standard scale factor. # Offset seems needed relatively to scale so probably center of the # scale is not the same in blender and POV mappingAlpha = " translate <%.4g, %.4g, %.4g> " \ "scale <%.4g, %.4g, %.4g>\n" % \ (-t_alpha.offset.x, -t_alpha.offset.y, t_alpha.offset.z, 1.0 / t_alpha.scale.x, 1.0 / t_alpha.scale.y, 1.0 / t_alpha.scale.z) tabWrite("pigment {pigment_pattern {uv_mapping image_map" \ "{%s \"%s\" %s}%s" % \ (imageFormat(texturesAlpha), texturesAlpha, imgMap(t_alpha), mappingAlpha)) tabWrite("}\n") tabWrite("pigment_map {\n") tabWrite("[0 color rgbft<0,0,0,1,1>]\n") tabWrite("[1 color rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>]\n" % \ (col[0], col[1], col[2], povFilter, trans)) tabWrite("}\n") tabWrite("}\n") else: tabWrite("pigment {rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>}\n" % \ (col[0], col[1], col[2], povFilter, trans)) if texturesSpec != "": # Level 1 is no specular tabWrite("finish {%s}\n" % (safety(material_finish, Level=1))) else: # Level 2 is translated spec tabWrite("finish {%s}\n" % (safety(material_finish, Level=2))) else: # POV-Ray "scale" is not a number of repetitions factor, but its # inverse, a standard scale factor. # Offset seems needed relatively to scale so probably center of the # scale is not the same in blender and POV mappingDif = ("translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>" % \ (-t_dif.offset.x, -t_dif.offset.y, t_dif.offset.z, 1.0 / t_dif.scale.x, 1.0 / t_dif.scale.y, 1.0 / t_dif.scale.z)) if texturesAlpha != "": # POV-Ray "scale" is not a number of repetitions factor, but its # inverse, a standard scale factor. # Offset seems needed relatively to scale so probably center of the # scale is not the same in blender and POV mappingAlpha = " translate <%.4g,%.4g,%.4g> " \ "scale <%.4g,%.4g,%.4g>" % \ (-t_alpha.offset.x, -t_alpha.offset.y, t_alpha.offset.z, 1.0 / t_alpha.scale.x, 1.0 / t_alpha.scale.y, 1.0 / t_alpha.scale.z) tabWrite("pigment {\n") tabWrite("pigment_pattern {\n") if texturesAlpha and texturesAlpha.startswith("PAT_"): tabWrite("function{f%s(x,y,z).transmit}\n" %texturesAlpha) else: tabWrite("uv_mapping image_map{%s \"%s\" %s}%s}\n" % \ (imageFormat(texturesAlpha), texturesAlpha, imgMap(t_alpha), mappingAlpha)) tabWrite("pigment_map {\n") tabWrite("[0 color rgbft<0,0,0,1,1>]\n") #if texturesAlpha and texturesAlpha.startswith("PAT_"): #tabWrite("[1 pigment{%s}]\n" %texturesDif) if texturesDif and not texturesDif.startswith("PAT_"): tabWrite("[1 uv_mapping image_map {%s \"%s\" %s} %s]\n" % \ (imageFormat(texturesDif), texturesDif, (imgGamma + imgMap(t_dif)), mappingDif)) elif texturesDif and texturesDif.startswith("PAT_"): tabWrite("[1 %s]\n" %texturesDif) tabWrite("}\n") tabWrite("}\n") if texturesAlpha and texturesAlpha.startswith("PAT_"): tabWrite("}\n") else: if texturesDif and texturesDif.startswith("PAT_"): tabWrite("pigment{%s}\n" %texturesDif) else: tabWrite("pigment {uv_mapping image_map {%s \"%s\" %s}%s}\n" % \ (imageFormat(texturesDif), texturesDif, (imgGamma + imgMap(t_dif)), mappingDif)) if texturesSpec != "": # Level 1 is no specular tabWrite("finish {%s}\n" % (safety(material_finish, Level=1))) else: # Level 2 is translated specular tabWrite("finish {%s}\n" % (safety(material_finish, Level=2))) ## scale 1 rotate y*0 #imageMap = ("{image_map {%s \"%s\" %s }\n" % \ # (imageFormat(textures),textures,imgMap(t_dif))) #tabWrite("uv_mapping pigment %s} %s finish {%s}\n" % \ # (imageMap,mapping,safety(material_finish))) #tabWrite("pigment {uv_mapping image_map {%s \"%s\" %s}%s} " \ # "finish {%s}\n" % \ # (imageFormat(texturesDif), texturesDif, imgMap(t_dif), # mappingDif, safety(material_finish))) if texturesNorm != "": ## scale 1 rotate y*0 # POV-Ray "scale" is not a number of repetitions factor, but its # inverse, a standard scale factor. # Offset seems needed relatively to scale so probably center of the # scale is not the same in blender and POV mappingNor = " translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>" % \ (-t_nor.offset.x, -t_nor.offset.y, t_nor.offset.z, 1.0 / t_nor.scale.x, 1.0 / t_nor.scale.y, 1.0 / t_nor.scale.z) #imageMapNor = ("{bump_map {%s \"%s\" %s mapping}" % \ # (imageFormat(texturesNorm),texturesNorm,imgMap(t_nor))) #We were not using the above maybe we should? if texturesNorm and texturesNorm.startswith("PAT_"): tabWrite("normal{function{f%s(x,y,z).grey} bump_size %.4g}\n" %(texturesNorm, t_nor.normal_factor * 10)) else: tabWrite("normal {uv_mapping bump_map " \ "{%s \"%s\" %s bump_size %.4g }%s}\n" % \ (imageFormat(texturesNorm), texturesNorm, imgMap(t_nor), t_nor.normal_factor * 10, mappingNor)) if texturesSpec != "": tabWrite("]\n") ##################Second index for mapping specular max value############### tabWrite("[1 \n") if texturesDif == "" and mater.pov.replacement_text == "": if texturesAlpha != "": # POV-Ray "scale" is not a number of repetitions factor, but its inverse, # a standard scale factor. # Offset seems needed relatively to scale so probably center of the scale # is not the same in blender and POV # Strange that the translation factor for scale is not the same as for # translate. # TODO: verify both matches with blender internal. mappingAlpha = " translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>\n" % \ (-t_alpha.offset.x, -t_alpha.offset.y, t_alpha.offset.z, 1.0 / t_alpha.scale.x, 1.0 / t_alpha.scale.y, 1.0 / t_alpha.scale.z) if texturesAlpha and texturesAlpha.startswith("PAT_"): tabWrite("function{f%s(x,y,z).transmit}\n" %texturesAlpha) else: tabWrite("pigment {pigment_pattern {uv_mapping image_map" \ "{%s \"%s\" %s}%s}\n" % \ (imageFormat(texturesAlpha), texturesAlpha, imgMap(t_alpha), mappingAlpha)) tabWrite("pigment_map {\n") tabWrite("[0 color rgbft<0,0,0,1,1>]\n") tabWrite("[1 color rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>]\n" % \ (col[0], col[1], col[2], povFilter, trans)) tabWrite("}\n") tabWrite("}\n") else: tabWrite("pigment {rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>}\n" % \ (col[0], col[1], col[2], povFilter, trans)) if texturesSpec != "": # Level 3 is full specular tabWrite("finish {%s}\n" % (safety(material_finish, Level=3))) elif colored_specular_found: # Level 1 is no specular tabWrite("finish {%s}\n" % (safety(material_finish, Level=1))) else: # Level 2 is translated specular tabWrite("finish {%s}\n" % (safety(material_finish, Level=2))) elif mater.pov.replacement_text == "": # POV-Ray "scale" is not a number of repetitions factor, but its inverse, # a standard scale factor. # Offset seems needed relatively to scale so probably center of the scale is # not the same in blender and POV # Strange that the translation factor for scale is not the same as for # translate. # TODO: verify both matches with blender internal. mappingDif = ("translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>" % \ (-t_dif.offset.x, -t_dif.offset.y, t_dif.offset.z, 1.0 / t_dif.scale.x, 1.0 / t_dif.scale.y, 1.0 / t_dif.scale.z)) if texturesAlpha != "": # Strange that the translation factor for scale is not the same as for # translate. # TODO: verify both matches with blender internal. mappingAlpha = "translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>" % \ (-t_alpha.offset.x, -t_alpha.offset.y, t_alpha.offset.z, 1.0 / t_alpha.scale.x, 1.0 / t_alpha.scale.y, 1.0 / t_alpha.scale.z) if texturesAlpha and texturesAlpha.startswith("PAT_"): tabWrite("pigment{pigment_pattern {function{f%s(x,y,z).transmit}}\n" %texturesAlpha) else: tabWrite("pigment {pigment_pattern {uv_mapping image_map" \ "{%s \"%s\" %s}%s}\n" % \ (imageFormat(texturesAlpha), texturesAlpha, imgMap(t_alpha), mappingAlpha)) tabWrite("pigment_map {\n") tabWrite("[0 color rgbft<0,0,0,1,1>]\n") if texturesAlpha and texturesAlpha.startswith("PAT_"): tabWrite("[1 function{f%s(x,y,z).transmit}]\n" %texturesAlpha) elif texturesDif and not texturesDif.startswith("PAT_"): tabWrite("[1 uv_mapping image_map {%s \"%s\" %s} %s]\n" % \ (imageFormat(texturesDif), texturesDif, (imgMap(t_dif) + imgGamma), mappingDif)) elif texturesDif and texturesDif.startswith("PAT_"): tabWrite("[1 %s]\n" %texturesDif) tabWrite("}\n") tabWrite("}\n") else: if texturesDif and texturesDif.startswith("PAT_"): tabWrite("pigment{%s}\n" %texturesDif) else: tabWrite("pigment {\n") tabWrite("uv_mapping image_map {\n") #tabWrite("%s \"%s\" %s}%s\n" % \ # (imageFormat(texturesDif), texturesDif, # (imgGamma + imgMap(t_dif)),mappingDif)) tabWrite("%s \"%s\" \n" % (imageFormat(texturesDif), texturesDif)) tabWrite("%s\n" % (imgGamma + imgMap(t_dif))) tabWrite("}\n") tabWrite("%s\n" % mappingDif) tabWrite("}\n") if texturesSpec != "": # Level 3 is full specular tabWrite("finish {%s}\n" % (safety(material_finish, Level=3))) else: # Level 2 is translated specular tabWrite("finish {%s}\n" % (safety(material_finish, Level=2))) ## scale 1 rotate y*0 #imageMap = ("{image_map {%s \"%s\" %s }" % \ # (imageFormat(textures), textures,imgMap(t_dif))) #file.write("\n\t\t\tuv_mapping pigment %s} %s finish {%s}" % \ # (imageMap, mapping, safety(material_finish))) #file.write("\n\t\t\tpigment {uv_mapping image_map " \ # "{%s \"%s\" %s}%s} finish {%s}" % \ # (imageFormat(texturesDif), texturesDif,imgMap(t_dif), # mappingDif, safety(material_finish))) if texturesNorm != "" and mater.pov.replacement_text == "": ## scale 1 rotate y*0 # POV-Ray "scale" is not a number of repetitions factor, but its inverse, # a standard scale factor. # Offset seems needed relatively to scale so probably center of the scale is # not the same in blender and POV mappingNor = (" translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>" % \ (-t_nor.offset.x, -t_nor.offset.y, t_nor.offset.z, 1.0 / t_nor.scale.x, 1.0 / t_nor.scale.y, 1.0 / t_nor.scale.z)) #imageMapNor = ("{bump_map {%s \"%s\" %s mapping}" % \ # (imageFormat(texturesNorm),texturesNorm,imgMap(t_nor))) #We were not using the above maybe we should? if texturesNorm and texturesNorm.startswith("PAT_"): tabWrite("normal{function{f%s(x,y,z).grey} bump_size %.4g}\n" %(texturesNorm, t_nor.normal_factor * 10)) else: tabWrite("normal {uv_mapping bump_map {%s \"%s\" %s bump_size %.4g }%s}\n" % \ (imageFormat(texturesNorm), texturesNorm, imgMap(t_nor), t_nor.normal_factor * 10.0, mappingNor)) if texturesSpec != "" and mater.pov.replacement_text == "": tabWrite("]\n") tabWrite("}\n") #End of slope/ior texture_map if mater.diffuse_shader == 'MINNAERT' and mater.pov.replacement_text == "": tabWrite("]\n") tabWrite("}\n") if mater.diffuse_shader == 'FRESNEL' and mater.pov.replacement_text == "": c = 1 while (c <= lampCount): tabWrite("]\n") tabWrite("}\n") c += 1 # Close first layer of POV "texture" (Blender material) tabWrite("}\n") if (mater.specular_color.s > 0.0): colored_specular_found = True else: colored_specular_found = False # Write another layered texture using invisible diffuse and metallic trick # to emulate colored specular highlights special_texture_found = False for t in mater.texture_slots: if(t and t.use and ((t.texture.type == 'IMAGE' and t.texture.image) or t.texture.type != 'IMAGE') and (t.use_map_specular or t.use_map_raymir)): # Specular mapped textures would conflict with colored specular # because POV can't layer over or under pigment patterned textures special_texture_found = True if colored_specular_found and not special_texture_found: if comments: file.write(" // colored highlights with a stransparent metallic layer\n") else: tabWrite("\n") tabWrite("texture {\n") tabWrite("pigment {rgbft<%.3g, %.3g, %.3g, 0, 1>}\n" % \ (mater.specular_color[0], mater.specular_color[1], mater.specular_color[2])) tabWrite("finish {%s}\n" % (safety(material_finish, Level=2))) # Level 2 is translated spec texturesNorm = "" for t in mater.texture_slots: if t and t.texture.pov.tex_pattern_type != 'emulator': proceduralFlag=True image_filename = string_strip_hyphen(bpy.path.clean_name(t.texture.name)) if t and t.texture.type == 'IMAGE' and t.use and t.texture.image and t.texture.pov.tex_pattern_type == 'emulator': proceduralFlag=False image_filename = path_image(t.texture.image) imgGamma = "" if image_filename: if t.use_map_normal: texturesNorm = image_filename # colvalue = t.normal_factor * 10.0 # UNUSED #textNormName=t.texture.image.name + ".normal" #was the above used? --MR t_nor = t if proceduralFlag: tabWrite("normal{function{f%s(x,y,z).grey} bump_size %.4g}\n" %(texturesNorm, t_nor.normal_factor * 10)) else: tabWrite("normal {uv_mapping bump_map " \ "{%s \"%s\" %s bump_size %.4g }%s}\n" % \ (imageFormat(texturesNorm), texturesNorm, imgMap(t_nor), t_nor.normal_factor * 10, mappingNor)) tabWrite("}\n") # THEN IT CAN CLOSE LAST LAYER OF TEXTURE --MR #################################################################################### index[0] = idx idx += 1 # Vert Colors tabWrite("texture_list {\n") # In case there's is no material slot, give at least one texture (empty so it uses pov default) if len(vertCols)==0: file.write(tabStr + "1") else: file.write(tabStr + "%s" % (len(vertCols))) # vert count if me_materials: if mater.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)#string_strip_hyphen(materialNames[material])) # Something like that 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: 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] 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)) # 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 bpy.data.meshes.remove(me) for data_name, inst in data_ref.items(): for ob_name, matrix_str in inst: tabWrite("//----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.povray.org/povray.newusers/thread/%3Cweb.4a5cddf4e9c9822ba2f93e20@news.povray.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: mappingBlend = " translate <%.4g-0.5,%.4g-0.5,%.4g-0.5> rotate<0,0,0> " \ "scale <%.4g,%.4g,%.4g>" % \ (t_blend.offset.x / 10.0, t_blend.offset.y / 10.0, t_blend.offset.z / 10.0, t_blend.scale.x * 0.85, t_blend.scale.y * 0.85, t_blend.scale.z * 0.85) # The initial position and rotation of the pov camera is probably creating # the rotation offset should look into it someday but at least background # won't rotate with the camera now. # Putting the map on a plane would not introduce the skysphere distortion and # allow for better image scale matching but also some waay to chose depth and # size of the plane relative to camera. tabWrite("sky_sphere {\n") tabWrite("pigment {\n") tabWrite("image_map{%s \"%s\" %s}\n" % \ (imageFormat(texturesBlend), texturesBlend, imgMapBG(t_blend))) tabWrite("}\n") tabWrite("%s\n" % (mappingBlend)) # 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.radio_enable: tabWrite("radiosity {\n") tabWrite("adc_bailout %.4g\n" % scene.pov.radio_adc_bailout) tabWrite("always_sample %d\n" % scene.pov.radio_always_sample) tabWrite("brightness %.4g\n" % scene.pov.radio_brightness) tabWrite("count %d\n" % scene.pov.radio_count) tabWrite("error_bound %.4g\n" % scene.pov.radio_error_bound) tabWrite("gray_threshold %.4g\n" % scene.pov.radio_gray_threshold) tabWrite("low_error_factor %.4g\n" % scene.pov.radio_low_error_factor) tabWrite("media %d\n" % scene.pov.radio_media) tabWrite("minimum_reuse %.4g\n" % scene.pov.radio_minimum_reuse) tabWrite("nearest_count %d\n" % scene.pov.radio_nearest_count) tabWrite("normal %d\n" % scene.pov.radio_normal) tabWrite("pretrace_start %.3g\n" % scene.pov.radio_pretrace_start) tabWrite("pretrace_end %.3g\n" % scene.pov.radio_pretrace_end) tabWrite("recursion_limit %d\n" % scene.pov.radio_recursion_limit) tabWrite("}\n") 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))# formerly ...scale * (-100.0) + 15.0)) # In POV-Ray, the scale factor for all subsurface shaders needs to be the same sslt_samples = (11 - material.subsurface_scattering.error_threshold) * 10 # formerly ...*100 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 (material.pov.refraction_type == "2" or material.pov.photons_reflection == True) and oncePhotons: 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: # Why are the newlines needed? file.write("\n") file.write(txt.as_string()) file.write("\n") sel = renderable_objects() 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 LocalPatternNames.append(currentPatName) #use this list to prevent writing texture instances several times and assign in mats? file.write("\n #declare PAT_%s = \n" % currentPatName) file.write(exportPattern(texture)) 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']) 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 rgb 0.8 }}\n") # Convert all materials to strings we can access directly per vertex. #exportMaterials() writeMaterial(None) # default material for material in bpy.data.materials: if material.users > 0: writeMaterial(material) if comments: file.write("\n") exportMeta([l for l in sel if l.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 an attempt to implement pov 3.7 baking # (mesh camera) comment for the record # CR: Baking should be a special case than. If "baking", than we could change the order. #print("pov file closed %s" % file.closed) file.close() #print("pov file closed %s" % file.closed) def write_pov_ini(scene, filename_ini, filename_pov, filename_image): #scene = bpy.data.scenes[0] render = scene.render x = int(render.resolution_x * render.resolution_percentage * 0.01) y = int(render.resolution_y * render.resolution_percentage * 0.01) file = open(filename_ini, "w") file.write("Version=3.7\n") file.write("Input_File_Name='%s'\n" % filename_pov) file.write("Output_File_Name='%s'\n" % filename_image) file.write("Width=%d\n" % x) file.write("Height=%d\n" % y) # Border render. if render.use_border: file.write("Start_Column=%4g\n" % render.border_min_x) file.write("End_Column=%4g\n" % (render.border_max_x)) file.write("Start_Row=%4g\n" % (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} method = {"0": 1, "1": 2} file.write("Antialias=on\n") file.write("Sampling_Method=%s\n" % method[scene.pov.antialias_method]) file.write("Antialias_Depth=%d\n" % scene.pov.antialias_depth) file.write("Antialias_Threshold=%.3g\n" % scene.pov.antialias_threshold) file.write("Antialias_Gamma=%.3g\n" % scene.pov.antialias_gamma) if scene.pov.jitter_enable: file.write("Jitter=on\n") file.write("Jitter_Amount=%3g\n" % scene.pov.jitter_amount) else: file.write("Jitter=off\n") # prevent animation flicker else: file.write("Antialias=off\n") #print("ini file closed %s" % file.closed) file.close() #print("ini file closed %s" % file.closed) class PovrayRender(bpy.types.RenderEngine): bl_idname = 'POVRAY_RENDER' bl_label = "POV-Ray 3.7" DELAY = 0.5 @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 Preference 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 pov_binary = os.path.join(win_home, "bin", "pvengine64.exe") if os.path.exists(pov_binary): return pov_binary # Then try 32bits 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 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" ''' 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" ''' def info_callback(txt): self.update_stats("", "POV-Ray 3.7: " + txt) write_pov(self._temp_file_in, scene, info_callback) def _render(self, scene): try: os.remove(self._temp_file_out) # so as not to load the old file except OSError: pass 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_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("POV-Ray 3.7 found") 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 print("***INITIALIZING***") ##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) # 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 # 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 FINISHED***") 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" workDir=os.path.dirname(__file__) previewDir=os.path.join(workDir, "preview") iniPrevFile=os.path.join(previewDir, "Preview.ini") inputPrevFile=os.path.join(previewDir, "Preview.pov") outputPrevFile=os.path.join(previewDir, 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'%previewDir) 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(exportPattern(tex)) 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'}