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