Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'release/scripts/io/engine_render_pov.py')
-rw-r--r--release/scripts/io/engine_render_pov.py964
1 files changed, 0 insertions, 964 deletions
diff --git a/release/scripts/io/engine_render_pov.py b/release/scripts/io/engine_render_pov.py
deleted file mode 100644
index e64e3bf05fb..00000000000
--- a/release/scripts/io/engine_render_pov.py
+++ /dev/null
@@ -1,964 +0,0 @@
-# ##### 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 #####
-
-# <pep8 compliant>
-
-import bpy
-
-from math import atan, pi, degrees
-import subprocess
-import os
-import sys
-import time
-
-import platform as pltfrm
-
-if pltfrm.architecture()[0] == '64bit':
- bitness = 64
-else:
- bitness = 32
-
-
-def write_pov(filename, scene=None, info_callback=None):
- file = open(filename, 'w')
-
- # Only for testing
- if not scene:
- scene = bpy.data.scenes[0]
-
- render = scene.render
- world = scene.world
-
- def uniqueName(name, nameSeq):
-
- if name not in nameSeq:
- return name
-
- name_orig = name
- i = 1
- while name in nameSeq:
- name = '%s_%.3d' % (name_orig, i)
- i += 1
-
- return name
-
- def writeMatrix(matrix):
- file.write('\tmatrix <%.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):
- if material and material.transparency_method == 'RAYTRACE':
- file.write('\tinterior { ior %.6f }\n' % material.raytrace_transparency.ior)
-
- # Other interior args
- # fade_distance 2
- # fade_power [Value]
- # fade_color
-
- # dispersion
- # dispersion_samples
-
- 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.utils.clean_name(name_orig), materialNames)
-
- file.write('#declare %s = finish {\n' % name)
-
- if material:
- file.write('\tdiffuse %.3g\n' % material.diffuse_intensity)
- file.write('\tspecular %.3g\n' % material.specular_intensity)
-
- file.write('\tambient %.3g\n' % material.ambient)
- #file.write('\tambient rgb <%.3g, %.3g, %.3g>\n' % tuple([c*material.ambient for c in world.ambient_color])) # povray blends the global value
-
- # 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 / 511.0)
-
- file.write('\troughness %.3g\n' % roughness)
-
- # 'phong 70.0 '
-
- if material.raytrace_mirror.enabled:
- raytrace_mirror = material.raytrace_mirror
- if raytrace_mirror.reflect_factor:
- file.write('\treflection {\n')
- file.write('\t\trgb <%.3g, %.3g, %.3g>' % tuple(material.mirror_color))
- file.write('\t\tfresnel 1 falloff %.3g exponent %.3g metallic %.3g} ' % (raytrace_mirror.fresnel, raytrace_mirror.fresnel_factor, raytrace_mirror.reflect_factor))
-
- else:
- file.write('\tdiffuse 0.8\n')
- file.write('\tspecular 0.2\n')
-
-
- # This is written into the object
- '''
- if material and material.transparency_method=='RAYTRACE':
- 'interior { ior %.3g} ' % material.raytrace_transparency.ior
- '''
-
- #file.write('\t\t\tcrand 1.0\n') # Sand granyness
- #file.write('\t\t\tmetallic %.6f\n' % material.spec)
- #file.write('\t\t\tphong %.6f\n' % material.spec)
- #file.write('\t\t\tphong_size %.6f\n' % material.spec)
- #file.write('\t\t\tbrilliance %.6f ' % (material.specular_hardness/256.0) # Like hardness
-
- file.write('}\n')
-
- def exportCamera():
- camera = scene.camera
- matrix = camera.matrix
-
- # compute resolution
- Qsize = float(render.resolution_x) / float(render.resolution_y)
-
- file.write('camera {\n')
- file.write('\tlocation <0, 0, 0>\n')
- file.write('\tlook_at <0, 0, -1>\n')
- file.write('\tright <%s, 0, 0>\n' % - Qsize)
- file.write('\tup <0, 1, 0>\n')
- file.write('\tangle %f \n' % (360.0 * atan(16.0 / camera.data.lens) / pi))
-
- file.write('\trotate <%.6f, %.6f, %.6f>\n' % tuple([degrees(e) for e in matrix.rotation_part().to_euler()]))
- file.write('\ttranslate <%.6f, %.6f, %.6f>\n' % (matrix[3][0], matrix[3][1], matrix[3][2]))
- file.write('}\n')
-
- def exportLamps(lamps):
- # Get all lamps
- for ob in lamps:
- lamp = ob.data
-
- matrix = ob.matrix
-
- color = tuple([c * lamp.energy for c in lamp.color]) # Colour is modified by energy
-
- file.write('light_source {\n')
- file.write('\t< 0,0,0 >\n')
- file.write('\tcolor rgb<%.3g, %.3g, %.3g>\n' % color)
-
- if lamp.type == 'POINT': # Point Lamp
- pass
- elif lamp.type == 'SPOT': # Spot
- file.write('\tspotlight\n')
-
- # Falloff is the main radius from the centre line
- file.write('\tfalloff %.2f\n' % (degrees(lamp.spot_size) / 2.0)) # 1 TO 179 FOR BOTH
- file.write('\tradius %.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.
- file.write('\ttightness 0\n') # 0:10f
-
- file.write('\tpoint_at <0, 0, -1>\n')
- elif lamp.type == 'SUN':
- file.write('\tparallel\n')
- file.write('\tpoint_at <0, 0, -1>\n') # *must* be after 'parallel'
-
- elif lamp.type == 'AREA':
-
- 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
-
- file.write('\tarea_light <%d,0,0>,<0,0,%d> %d, %d\n' % (size_x, size_y, samples_x, samples_y))
- if lamp.shadow_ray_sampling_method == 'CONSTANT_JITTERED':
- if lamp.jitter:
- file.write('\tjitter\n')
- else:
- file.write('\tadaptive 1\n')
- file.write('\tjitter\n')
-
- if lamp.shadow_method == 'NOSHADOW':
- file.write('\tshadowless\n')
-
- file.write('\tfade_distance %.6f\n' % lamp.distance)
- file.write('\tfade_power %d\n' % 1) # Could use blenders lamp quad?
- writeMatrix(matrix)
-
- file.write('}\n')
-
- def exportMeta(metas):
-
- # TODO - blenders 'motherball' naming is not supported.
-
- for ob in metas:
- meta = ob.data
-
- file.write('blob {\n')
- file.write('\t\tthreshold %.4g\n' % meta.threshold)
-
- try:
- material = meta.materials[0] # lame! - blender cant do enything else.
- except:
- material = None
-
- for elem in meta.elements:
-
- if elem.type not in ('BALL', 'ELLIPSOID'):
- continue # Not supported
-
- loc = elem.location
-
- stiffness = elem.stiffness
- if elem.negative:
- stiffness = - stiffness
-
- if elem.type == 'BALL':
-
- file.write('\tsphere { <%.6g, %.6g, %.6g>, %.4g, %.4g ' % (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
- file.write('\tsphere { <%.6g, %.6g, %.6g>, %.4g, %.4g ' % (loc.x / elem.size_x, loc.y / elem.size_y, loc.z / elem.size_z, elem.radius, stiffness))
- file.write('scale <%.6g, %.6g, %.6g> ' % (elem.size_x, elem.size_y, elem.size_z))
-
- if material:
- diffuse_color = material.diffuse_color
-
- if material.transparency and material.transparency_method == 'RAYTRACE':
- trans = 1.0 - material.raytrace_transparency.filter
- else:
- trans = 0.0
-
- file.write('pigment {rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>} finish {%s} }\n' % \
- (diffuse_color[0], diffuse_color[1], diffuse_color[2], 1.0 - material.alpha, trans, materialNames[material.name]))
-
- else:
- file.write('pigment {rgb<1 1 1>} finish {%s} }\n' % DEF_MAT_NAME) # Write the finish last.
-
- writeObjectMaterial(material)
-
- writeMatrix(ob.matrix)
-
- file.write('}\n')
-
- def exportMeshs(sel):
-
- ob_num = 0
-
- for ob in sel:
- ob_num += 1
-
- if ob.type in ('LAMP', 'CAMERA', 'EMPTY', 'META', 'ARMATURE'):
- continue
-
- me = ob.data
- me_materials = me.materials
-
- me = ob.create_mesh(True, 'RENDER')
-
- if not me:
- 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 = ob.matrix
- try:
- uv_layer = me.active_uv_texture.data
- except:
- uv_layer = None
-
- try:
- vcol_layer = me.active_vertex_color.data
- except:
- vcol_layer = None
-
- faces_verts = [f.verts for f in me.faces]
- faces_normals = [tuple(f.normal) for f in me.faces]
- verts_normals = [tuple(v.normal) for v in me.verts]
-
- # quads incur an extra face
- quadCount = len([f for f in faces_verts if len(f) == 4])
-
- file.write('mesh2 {\n')
- file.write('\tvertex_vectors {\n')
- file.write('\t\t%s' % (len(me.verts))) # vert count
- for v in me.verts:
- file.write(',\n\t\t<%.6f, %.6f, %.6f>' % tuple(v.co)) # vert count
- file.write('\n }\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.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]
-
- file.write('\tnormal_vectors {\n')
- file.write('\t\t%d' % len(uniqueNormals)) # vert count
- idx = 0
- for no, index in uniqueNormals.items():
- file.write(',\n\t\t<%.6f, %.6f, %.6f>' % no) # vert count
- index[0] = idx
- idx += 1
- file.write('\n }\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[tuple(uv)] = [-1]
-
- file.write('\tuv_vectors {\n')
- #print unique_uvs
- file.write('\t\t%s' % (len(uniqueUVs))) # vert count
- idx = 0
- for uv, index in uniqueUVs.items():
- file.write(',\n\t\t<%.6f, %.6f>' % uv)
- index[0] = idx
- idx += 1
- '''
- else:
- # Just add 1 dummy vector, no real UV's
- file.write('\t\t1') # vert count
- file.write(',\n\t\t<0.0, 0.0>')
- '''
- file.write('\n }\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.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 = tuple(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 = tuple(material.diffuse_color)
- key = diffuse_color[0], diffuse_color[1], diffuse_color[2], i # i == f.mat
- vertCols[key] = [-1]
-
-
- # Vert Colours
- file.write('\ttexture_list {\n')
- file.write('\t\t%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.transparency and material.transparency_method == 'RAYTRACE':
- trans = 1.0 - material.raytrace_transparency.filter
- else:
- trans = 0.0
-
- else:
- material_finish = DEF_MAT_NAME # not working properly,
- trans = 0.0
-
- #print material.apl
- file.write(',\n\t\ttexture { pigment {rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>} finish {%s}}' %
- (col[0], col[1], col[2], 1.0 - material.alpha, trans, material_finish))
-
- index[0] = idx
- idx += 1
-
- file.write('\n }\n')
-
- # Face indicies
- file.write('\tface_indices {\n')
- file.write('\t\t%d' % (len(me.faces) + quadCount)) # faces count
- for fi, f in enumerate(me.faces):
- fv = faces_verts[fi]
- material_index = f.material_index
- if len(fv) == 4:
- indicies = (0, 1, 2), (0, 2, 3)
- else:
- indicies = ((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] == None: # No materials
- for i1, i2, i3 in indicies:
- file.write(',\n\t\t<%d,%d,%d>' % (fv[i1], fv[i2], fv[i3])) # vert count
- else:
- material = me_materials[material_index]
- for i1, i2, i3 in indicies:
- if me.vertex_colors and material.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]
-
- file.write(',\n\t\t<%d,%d,%d>, %d,%d,%d' % (fv[i1], fv[i2], fv[i3], ci1, ci2, ci3)) # vert count
-
-
- file.write('\n }\n')
-
- # normal_indices indicies
- file.write('\tnormal_indices {\n')
- file.write('\t\t%d' % (len(me.faces) + quadCount)) # faces count
- for fi, fv in enumerate(faces_verts):
-
- if len(fv) == 4:
- indicies = (0, 1, 2), (0, 2, 3)
- else:
- indicies = ((0, 1, 2),)
-
- for i1, i2, i3 in indicies:
- if f.smooth:
- file.write(',\n\t\t<%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]
- file.write(',\n\t\t<%d,%d,%d>' % (idx, idx, idx)) # vert count
-
- file.write('\n }\n')
-
- if uv_layer:
- file.write('\tuv_indices {\n')
- file.write('\t\t%d' % (len(me.faces) + quadCount)) # faces count
- for fi, fv in enumerate(faces_verts):
-
- if len(fv) == 4:
- indicies = (0, 1, 2), (0, 2, 3)
- else:
- indicies = ((0, 1, 2),)
-
- uv = uv_layer[fi]
- if len(faces_verts[fi]) == 4:
- uvs = tuple(uv.uv1), tuple(uv.uv2), tuple(uv.uv3), tuple(uv.uv4)
- else:
- uvs = tuple(uv.uv1), tuple(uv.uv2), tuple(uv.uv3)
-
- for i1, i2, i3 in indicies:
- file.write(',\n\t\t<%d,%d,%d>' %\
- (uniqueUVs[uvs[i1]][0],\
- uniqueUVs[uvs[i2]][0],\
- uniqueUVs[uvs[i2]][0])) # vert count
- file.write('\n }\n')
-
- if me.materials:
- material = me.materials[0] # dodgy
- writeObjectMaterial(material)
-
- writeMatrix(matrix)
- file.write('}\n')
-
- bpy.data.meshes.remove(me)
-
- def exportWorld(world):
- if not world:
- return
-
- mist = world.mist
-
- if mist.enabled:
- file.write('fog {\n')
- file.write('\tdistance %.6f\n' % mist.depth)
- file.write('\tcolor rgbt<%.3g, %.3g, %.3g, %.3g>\n' % (tuple(world.horizon_color) + (1 - mist.intensity,)))
- #file.write('\tfog_offset %.6f\n' % mist.start)
- #file.write('\tfog_alt 5\n')
- #file.write('\tturbulence 0.2\n')
- #file.write('\tturb_depth 0.3\n')
- file.write('\tfog_type 1\n')
- file.write('}\n')
-
- def exportGlobalSettings(scene):
-
- file.write('global_settings {\n')
-
- if scene.pov_radio_enable:
- file.write('\tradiosity {\n')
- file.write("\t\tadc_bailout %.4g\n" % scene.pov_radio_adc_bailout)
- file.write("\t\talways_sample %d\n" % scene.pov_radio_always_sample)
- file.write("\t\tbrightness %.4g\n" % scene.pov_radio_brightness)
- file.write("\t\tcount %d\n" % scene.pov_radio_count)
- file.write("\t\terror_bound %.4g\n" % scene.pov_radio_error_bound)
- file.write("\t\tgray_threshold %.4g\n" % scene.pov_radio_gray_threshold)
- file.write("\t\tlow_error_factor %.4g\n" % scene.pov_radio_low_error_factor)
- file.write("\t\tmedia %d\n" % scene.pov_radio_media)
- file.write("\t\tminimum_reuse %.4g\n" % scene.pov_radio_minimum_reuse)
- file.write("\t\tnearest_count %d\n" % scene.pov_radio_nearest_count)
- file.write("\t\tnormal %d\n" % scene.pov_radio_normal)
- file.write("\t\trecursion_limit %d\n" % scene.pov_radio_recursion_limit)
- file.write('\t}\n')
-
- if world:
- file.write("\tambient_light rgb<%.3g, %.3g, %.3g>\n" % tuple(world.ambient_color))
-
- file.write('}\n')
-
-
- # Convert all materials to strings we can access directly per vertex.
- writeMaterial(None) # default material
-
- for material in bpy.data.materials:
- writeMaterial(material)
-
- exportCamera()
- #exportMaterials()
- sel = scene.objects
- exportLamps([l for l in sel if l.type == 'LAMP'])
- exportMeta([l for l in sel if l.type == 'META'])
- exportMeshs(sel)
- exportWorld(scene.world)
- exportGlobalSettings(scene)
-
- file.close()
-
-
-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('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)
-
- # Needed for border render.
- '''
- file.write('Start_Column=%d\n' % part.x)
- file.write('End_Column=%d\n' % (part.x+part.w))
-
- file.write('Start_Row=%d\n' % (part.y))
- file.write('End_Row=%d\n' % (part.y+part.h))
- '''
-
- file.write('Display=0\n')
- file.write('Pause_When_Done=0\n')
- file.write('Output_File_Type=T\n') # TGA, best progressive loading
- file.write('Output_Alpha=1\n')
-
- if render.antialiasing:
- aa_mapping = {'5': 2, '8': 3, '11': 4, '16': 5} # method 1 assumed
- file.write('Antialias=1\n')
- file.write('Antialias_Depth=%d\n' % aa_mapping[render.antialiasing_samples])
- else:
- file.write('Antialias=0\n')
-
- file.close()
-
-# Radiosity panel, use in the scene for now.
-FloatProperty = bpy.types.Scene.FloatProperty
-IntProperty = bpy.types.Scene.IntProperty
-BoolProperty = bpy.types.Scene.BoolProperty
-
-# Not a real pov option, just to know if we should write
-BoolProperty(attr="pov_radio_enable",
- name="Enable Radiosity",
- description="Enable povrays radiosity calculation",
- default=False)
-BoolProperty(attr="pov_radio_display_advanced",
- name="Advanced Options",
- description="Show advanced options",
- default=False)
-
-# Real pov options
-FloatProperty(attr="pov_radio_adc_bailout",
- 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)
-
-BoolProperty(attr="pov_radio_always_sample",
- 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)
-
-FloatProperty(attr="pov_radio_brightness",
- 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)
-
-IntProperty(attr="pov_radio_count",
- 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)
-
-FloatProperty(attr="pov_radio_error_bound",
- 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)
-
-FloatProperty(attr="pov_radio_gray_threshold",
- 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)
-
-FloatProperty(attr="pov_radio_low_error_factor",
- 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
-BoolProperty(attr="pov_radio_media",
- name="Media",
- description="Radiosity estimation can be affected by media",
- default=False)
-
-FloatProperty(attr="pov_radio_minimum_reuse",
- 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)
-
-IntProperty(attr="pov_radio_nearest_count",
- name="Nearest Count",
- description="Number of old ambient values blended together to create a new interpolated value",
- min=1, max=20, default=5)
-
-BoolProperty(attr="pov_radio_normal",
- name="Normals",
- description="Radiosity estimation can be affected by normals",
- default=False)
-
-IntProperty(attr="pov_radio_recursion_limit",
- name="Recursion Limit",
- description="how many recursion levels are used to calculate the diffuse inter-reflection",
- min=1, max=20, default=3)
-
-
-class PovrayRender(bpy.types.RenderEngine):
- bl_idname = 'POVRAY_RENDER'
- bl_label = "Povray"
- DELAY = 0.02
-
- def _export(self, scene):
- import tempfile
-
- self._temp_file_in = tempfile.mktemp(suffix='.pov')
- self._temp_file_out = tempfile.mktemp(suffix='.tga')
- self._temp_file_ini = tempfile.mktemp(suffix='.ini')
- '''
- self._temp_file_in = '/test.pov'
- self._temp_file_out = '/test.tga'
- self._temp_file_ini = '/test.ini'
- '''
-
- def info_callback(txt):
- self.update_stats("", "POVRAY: " + txt)
-
- write_pov(self._temp_file_in, scene, info_callback)
-
- def _render(self):
-
- try:
- os.remove(self._temp_file_out) # so as not to load the old file
- except:
- pass
-
- write_pov_ini(self._temp_file_ini, self._temp_file_in, self._temp_file_out)
-
- print ("***-STARTING-***")
-
- pov_binary = "povray"
-
- if sys.platform == 'win32':
- import winreg
- regKey = winreg.OpenKey(winreg.HKEY_CURRENT_USER, 'Software\\POV-Ray\\v3.6\\Windows')
-
- if bitness == 64:
- pov_binary = winreg.QueryValueEx(regKey, 'Home')[0] + '\\bin\\pvengine64'
- else:
- pov_binary = winreg.QueryValueEx(regKey, 'Home')[0] + '\\bin\\pvengine'
-
- if 1:
- # TODO, when povray isnt found this gives a cryptic error, would be nice to be able to detect if it exists
- self._process = subprocess.Popen([pov_binary, self._temp_file_ini]) # stdout=subprocess.PIPE, stderr=subprocess.PIPE
- else:
- # This works too but means we have to wait until its done
- os.system('%s %s' % (pov_binary, self._temp_file_ini))
-
- print ("***-DONE-***")
-
- def _cleanup(self):
- for f in (self._temp_file_in, self._temp_file_ini, self._temp_file_out):
- try:
- os.remove(f)
- except:
- pass
-
- self.update_stats("", "")
-
- def render(self, scene):
-
- self.update_stats("", "POVRAY: Exporting data from Blender")
- self._export(scene)
- self.update_stats("", "POVRAY: Parsing File")
- self._render()
-
- 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):
- if self.test_break():
- try:
- self._process.terminate()
- except:
- pass
- break
-
- if self._process.poll() != None:
- self.update_stats("", "POVRAY: Failed")
- break
-
- time.sleep(self.DELAY)
-
- if os.path.exists(self._temp_file_out):
-
- self.update_stats("", "POVRAY: Rendering")
-
- prev_size = -1
-
- def update_image():
- result = self.begin_result(0, 0, x, y)
- lay = result.layers[0]
- # possible the image wont load early on.
- try:
- lay.load_from_file(self._temp_file_out)
- except:
- pass
- self.end_result(result)
-
- # Update while povray renders
- while True:
-
- # test if povray exists
- if self._process.poll() is not None:
- update_image()
- break
-
- # user exit
- if self.test_break():
- try:
- self._process.terminate()
- except:
- 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._cleanup()
-
-
-# Use some of the existing buttons.
-import properties_render
-properties_render.RENDER_PT_render.COMPAT_ENGINES.add('POVRAY_RENDER')
-properties_render.RENDER_PT_dimensions.COMPAT_ENGINES.add('POVRAY_RENDER')
-properties_render.RENDER_PT_antialiasing.COMPAT_ENGINES.add('POVRAY_RENDER')
-properties_render.RENDER_PT_output.COMPAT_ENGINES.add('POVRAY_RENDER')
-del properties_render
-
-# Use only a subset of the world panels
-import properties_world
-properties_world.WORLD_PT_preview.COMPAT_ENGINES.add('POVRAY_RENDER')
-properties_world.WORLD_PT_context_world.COMPAT_ENGINES.add('POVRAY_RENDER')
-properties_world.WORLD_PT_world.COMPAT_ENGINES.add('POVRAY_RENDER')
-properties_world.WORLD_PT_mist.COMPAT_ENGINES.add('POVRAY_RENDER')
-del properties_world
-
-# Example of wrapping every class 'as is'
-import properties_material
-for member in dir(properties_material):
- subclass = getattr(properties_material, member)
- try:
- subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
- except:
- pass
-del properties_material
-
-
-class RenderButtonsPanel(bpy.types.Panel):
- bl_space_type = 'PROPERTIES'
- bl_region_type = 'WINDOW'
- bl_context = "render"
- # COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
-
- def poll(self, context):
- rd = context.scene.render
- return (rd.use_game_engine == False) and (rd.engine in self.COMPAT_ENGINES)
-
-
-class RENDER_PT_povray_radiosity(RenderButtonsPanel):
- bl_label = "Radiosity"
- COMPAT_ENGINES = {'POVRAY_RENDER'}
-
- def draw_header(self, context):
- scene = context.scene
-
- self.layout.prop(scene, "pov_radio_enable", text="")
-
- def draw(self, context):
- layout = self.layout
-
- scene = context.scene
- rd = scene.render
-
- layout.active = scene.pov_radio_enable
-
- split = layout.split()
-
- col = split.column()
- col.prop(scene, "pov_radio_count", text="Rays")
- col.prop(scene, "pov_radio_recursion_limit", text="Recursions")
- col = split.column()
- col.prop(scene, "pov_radio_error_bound", text="Error")
-
- layout.prop(scene, "pov_radio_display_advanced")
-
- if scene.pov_radio_display_advanced:
- split = layout.split()
-
- col = split.column()
- col.prop(scene, "pov_radio_adc_bailout", slider=True)
- col.prop(scene, "pov_radio_gray_threshold", slider=True)
- col.prop(scene, "pov_radio_low_error_factor", slider=True)
-
- col = split.column()
- col.prop(scene, "pov_radio_brightness")
- col.prop(scene, "pov_radio_minimum_reuse", text="Min Reuse")
- col.prop(scene, "pov_radio_nearest_count")
-
- split = layout.split()
-
- col = split.column()
- col.label(text="Estimation Influence:")
- col.prop(scene, "pov_radio_media")
- col.prop(scene, "pov_radio_normal")
-
- col = split.column()
- col.prop(scene, "pov_radio_always_sample")
-
-
-classes = [
- PovrayRender,
- RENDER_PT_povray_radiosity]
-
-
-def register():
- register = bpy.types.register
- for cls in classes:
- register(cls)
-
-
-def unregister():
- unregister = bpy.types.unregister
- for cls in classes:
- unregister(cls)
-
-if __name__ == "__main__":
- register()