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# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
bl_addon_info = {
"name": "PovRay 3.7",
"author": "Campbell Barton, Silvio Falcinelli, Maurice Raybaud",
"version": (0, 0, 3),
"blender": (2, 5, 4),
"api": 31667,
"location": "Info Header (engine dropdown)",
"description": "Basic povray 3.7 integration for blender",
"warning": "both povray 3.7 and this script are beta",
"wiki_url": "http://wiki.blender.org/index.php/Extensions:2.5/Py/"\
"Scripts/Render/PovRay",
"tracker_url": "https://projects.blender.org/tracker/index.php?"\
"func=detail&aid=23145",
"category": "Render"}
if "bpy" in locals():
import imp
imp.reload(ui)
imp.reload(render)
else:
import bpy
from bpy.props import *
from render_povray import ui
from render_povray import render
def register():
Scene = bpy.types.Scene
# Not a real pov option, just to know if we should write
Scene.pov_radio_enable = BoolProperty(
name="Enable Radiosity",
description="Enable povrays radiosity calculation",
default=False)
Scene.pov_radio_display_advanced = BoolProperty(
name="Advanced Options",
description="Show advanced options",
default=False)
Scene.pov_media_enable = BoolProperty(
name="Enable Media",
description="Enable povrays atmospheric media",
default=False)
Scene.pov_media_samples = IntProperty(
name="Samples", description="Number of samples taken from camera to first object encountered along ray path for media calculation",
min=1, max=100, default=35)
Scene.pov_media_color = FloatProperty(
name="Media Color", description="The atmospheric media color. Grey value for now",
min=0.00, max=1.00, soft_min=0.01, soft_max=1.00, default=0.01)
Scene.pov_baking_enable = BoolProperty(
name="Enable Baking",
description="Enable povrays texture baking",
default=False)
# Real pov options
Scene.pov_radio_adc_bailout = FloatProperty(
name="ADC Bailout", description="The adc_bailout for radiosity rays. Use adc_bailout = 0.01 / brightest_ambient_object for good results",
min=0.0, max=1000.0, soft_min=0.0, soft_max=1.0, default=0.01)
Scene.pov_radio_always_sample = BoolProperty(
name="Always Sample", description="Only use the data from the pretrace step and not gather any new samples during the final radiosity pass",
default=True)
Scene.pov_radio_brightness = FloatProperty(
name="Brightness", description="Amount objects are brightened before being returned upwards to the rest of the system",
min=0.0, max=1000.0, soft_min=0.0, soft_max=10.0, default=1.0)
Scene.pov_radio_count = IntProperty(
name="Ray Count", description="Number of rays that are sent out whenever a new radiosity value has to be calculated",
min=1, max=1600, default=35)
Scene.pov_radio_error_bound = FloatProperty(
name="Error Bound", description="One of the two main speed/quality tuning values, lower values are more accurate",
min=0.0, max=1000.0, soft_min=0.1, soft_max=10.0, default=1.8)
Scene.pov_radio_gray_threshold = FloatProperty(
name="Gray Threshold", description="One of the two main speed/quality tuning values, lower values are more accurate",
min=0.0, max=1.0, soft_min=0, soft_max=1, default=0.0)
Scene.pov_radio_low_error_factor = FloatProperty(
name="Low Error Factor", description="If you calculate just enough samples, but no more, you will get an image which has slightly blotchy lighting",
min=0.0, max=1.0, soft_min=0.0, soft_max=1.0, default=0.5)
# max_sample - not available yet
Scene.pov_radio_media = BoolProperty(
name="Media", description="Radiosity estimation can be affected by media",
default=False)
Scene.pov_radio_minimum_reuse = FloatProperty(
name="Minimum Reuse", description="Fraction of the screen width which sets the minimum radius of reuse for each sample point (At values higher than 2% expect errors)",
min=0.0, max=1.0, soft_min=0.1, soft_max=0.1, default=0.015)
Scene.pov_radio_nearest_count = IntProperty(
name="Nearest Count", description="Number of old ambient values blended together to create a new interpolated value",
min=1, max=20, default=5)
Scene.pov_radio_normal = BoolProperty(
name="Normals", description="Radiosity estimation can be affected by normals",
default=False)
Scene.pov_radio_recursion_limit = IntProperty(
name="Recursion Limit", description="how many recursion levels are used to calculate the diffuse inter-reflection",
min=1, max=20, default=3)
########################################MR######################################
Mat = bpy.types.Material
Mat.pov_irid_enable = BoolProperty(
name="Enable Iridescence",
description="Newton's thin film interference (like an oil slick on a puddle of water or the rainbow hues of a soap bubble.)",
default=False)
Mat.pov_mirror_use_IOR = BoolProperty(
name="Correct Reflection",
description="Use same IOR as raytrace transparency to calculate mirror reflections. More physically correct",
default=False)
Mat.pov_mirror_metallic = BoolProperty(
name="Metallic Reflection",
description="mirror reflections get colored as diffuse (for metallic materials)",
default=False)
Mat.pov_conserve_energy = BoolProperty(
name="Conserve Energy",
description="Light transmitted is more correctly reduced by mirror reflections, also the sum of diffuse and translucency gets reduced below one ",
default=True)
Mat.pov_irid_amount = FloatProperty(
name="amount",
description="Contribution of the iridescence effect to the overall surface color. As a rule of thumb keep to around 0.25 (25% contribution) or less, but experiment. If the surface is coming out too white, try lowering the diffuse and possibly the ambient values of the surface.",
min=0.0, max=1.0, soft_min=0.01, soft_max=1.0, default=0.25)
Mat.pov_irid_thickness = FloatProperty(
name="thickness",
description="A very thin film will have a high frequency of color changes while a thick film will have large areas of color.",
min=0.0, max=1000.0, soft_min=0.1, soft_max=10.0, default=1)
Mat.pov_irid_turbulence = FloatProperty(
name="turbulence",
description="This parameter varies the thickness.",
min=0.0, max=10.0, soft_min=0.000, soft_max=1.0, default=0)
Mat.pov_caustics_enable = BoolProperty(
name="Caustics",
description="use only fake refractive caustics (default) or photon based reflective/refractive caustics",
default=True)
Mat.pov_fake_caustics = BoolProperty(
name="Fake Caustics",
description="use only (Fast) fake refractive caustics",
default=True)
Mat.pov_fake_caustics_power = FloatProperty(
name="Fake caustics power",
description="Values typically range from 0.0 to 1.0 or higher. Zero is no caustics. Low, non-zero values give broad hot-spots while higher values give tighter, smaller simulated focal points",
min=0.00, max=10.0, soft_min=0.00, soft_max=1.10, default=0.1)
Mat.pov_photons_refraction = BoolProperty(
name="Refractive Photon Caustics",
description="more physically correct",
default=False)
Mat.pov_photons_dispersion = FloatProperty(
name="chromatic dispersion",
description="Light passing through will be separated according to wavelength. This ratio of refractive indices for violet to red controls how much the colors are spread out 1 = no dispersion, good values are 1.01 to 1.1",
min=1.00, max=10.0, soft_min=1.00, soft_max=1.10, default=1.00)
Mat.pov_photons_reflection = BoolProperty(
name="Reflective Photon Caustics",
description="Use this to make your Sauron's ring ;-P",
default=False)
Mat.pov_refraction_type = EnumProperty(
items=[("0","None","use only reflective caustics"),
("1","Fake Caustics","use fake caustics"),
("2","Photons Caustics","use photons for refractive caustics"),
],
name="Refractive",
description="use fake caustics (fast) or true photons for refractive Caustics",
default="1")#ui.py has to be loaded before render.py with this.
########################################################################################
#Custom texture gamma
Tex = bpy.types.Texture
Tex.pov_tex_gamma_enable = BoolProperty(
name="Enable custom texture gamma",
description="Notify some custom gamma for which texture has been precorrected without the file format carrying it and only if it differs from your OS expected standard (see pov doc)",
default=False)
Tex.pov_tex_gamma_value = FloatProperty(
name="Custom texture gamma",
description="value for which the file was issued e.g. a Raw photo is gamma 1.0",
min=0.45, max=5.00, soft_min=1.00, soft_max=2.50, default=1.00)
######################################EndMR#####################################
def unregister():
import bpy
Scene = bpy.types.Scene
Mat = bpy.types.Material # MR
Tex = bpy.types.Texture # MR
del Scene.pov_radio_enable
del Scene.pov_radio_display_advanced
del Scene.pov_radio_adc_bailout
del Scene.pov_radio_always_sample
del Scene.pov_radio_brightness
del Scene.pov_radio_count
del Scene.pov_radio_error_bound
del Scene.pov_radio_gray_threshold
del Scene.pov_radio_low_error_factor
del Scene.pov_radio_media
del Scene.pov_radio_minimum_reuse
del Scene.pov_radio_nearest_count
del Scene.pov_radio_normal
del Scene.pov_radio_recursion_limit
del Scene.pov_media_enable # MR
del Scene.pov_media_samples # MR
del Scene.pov_media_color # MR
del Scene.pov_baking_enable # MR
del Mat.pov_irid_enable # MR
del Mat.pov_mirror_use_IOR # MR
del Mat.pov_mirror_metallic # MR
del Mat.pov_conserve_energy # MR
del Mat.pov_irid_amount # MR
del Mat.pov_irid_thickness # MR
del Mat.pov_irid_turbulence # MR
del Mat.pov_caustics_enable # MR
del Mat.pov_fake_caustics # MR
del Mat.pov_fake_caustics_power # MR
del Mat.pov_photons_refraction # MR
del Mat.pov_photons_dispersion # MR
del Mat.pov_photons_reflection # MR
del Mat.pov_refraction_type # MR
del Tex.pov_tex_gamma_enable # MR
del Tex.pov_tex_gamma_value # MR
if __name__ == "__main__":
register()
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