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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 #####
"""Import, export and render to POV engines.
These engines can be POV-Ray or Uberpov but others too, since POV is a
Scene Description Language. The script has been split in as few files
Update new variables to values from older API. This file needs an update
Provide property buttons for the user to set up the variables
Display some POV native primitives in 3D view for input and output
Translate shading properties to declared textures at the top of a pov file
nodes.py
Translate node trees to the pov file
render.py :
Translate geometry and UI properties (Blender and POV native) to the POV file
Along these essential files also coexist a few additional libraries to help make
Blender stand up to other POV IDEs such as povwin or QTPOV
apple.py ; chicken.py ; cream.py ; Ketchup.py ; marble.py ;
potato.py ; skim_milk.py ; skin1.py ; skin2.py ; whole_milk.py
Radiosity
01_Debug.py ; 02_Fast.py ; 03_Normal.py ; 04_Two_Bounces.py ;
05_Final.py ; 06_Outdoor_Low_Quality.py ; 07_Outdoor_High_Quality.py ;
08_Outdoor(Sun)Light.py ; 09_Indoor_Low_Quality.py ;
10_Indoor_High_Quality.py ;
World
01_Clear_Blue_Sky.py ; 02_Partly_Hazy_Sky.py ; 03_Overcast_Sky.py ;
04_Cartoony_Sky.py ; 05_Under_Water.py ;
Light
01_(4800K)_Direct_Sun.py ;
02_(5400K)_High_Noon_Sun.py ;
03_(6000K)_Daylight_Window.py ;
04_(6000K)_2500W_HMI_(Halogen_Metal_Iodide).py ;
05_(4000K)_100W_Metal_Halide.py ;
06_(3200K)_100W_Quartz_Halogen.py ;
07_(2850K)_100w_Tungsten.py ;
08_(2600K)_40w_Tungsten.py ;
09_(5000K)_75W_Full_Spectrum_Fluorescent_T12.py ;
10_(4300K)_40W_Vintage_Fluorescent_T12.py ;
11_(5000K)_18W_Standard_Fluorescent_T8 ;
12_(4200K)_18W_Cool_White_Fluorescent_T8.py ;
14_(6500K)_54W_Grow_Light_Fluorescent_T5-HO.py ;
15_(3200K)_40W_Induction_Fluorescent.py ;
16_(2100K)_150W_High_Pressure_Sodium.py ;
17_(1700K)_135W_Low_Pressure_Sodium.py ;
18_(6800K)_175W_Mercury_Vapor.py ;
19_(5200K)_700W_Carbon_Arc.py ;
20_(6500K)_15W_LED_Spot.py ;
21_(2700K)_7W_OLED_Panel.py ;
23_(30000K)_40W_Black_Light_Bulb.py;
24_(1850K)_Candle.py
templates:
abyss.pov ; biscuit.pov ; bsp_Tango.pov ; chess2.pov ;
cornell.pov ; diffract.pov ; diffuse_back.pov ; float5 ;
gamma_showcase.pov ; grenadine.pov ; isocacti.pov ;
mediasky.pov ; patio-radio.pov ; subsurface.pov ; wallstucco.pov
"""
"name": "Persistence of Vision",
"author": "Campbell Barton, "
"Maurice Raybaud, "
"Leonid Desyatkov, "
"Bastien Montagne, "
"Constantin Rahn, "
"Silvio Falcinelli",
"location": "Render Properties > Render Engine > Persistence of Vision",
"description": "Persistence of Vision integration for blender",
"doc_url": "{BLENDER_MANUAL_URL}/addons/render/povray.html",
"category": "Render",
"warning": "Under active development, seeking co-maintainer(s)",
importlib.reload(render)
importlib.reload(primitives)
importlib.reload(update_files)
from bpy.utils import register_class, unregister_class
# import addon_utils # To use some other addons
import nodeitems_utils # for Nodes
from nodeitems_utils import NodeCategory, NodeItem # for Nodes
from bl_operators.presets import AddPresetBase
from bpy.types import (
AddonPreferences,
PropertyGroup,
NodeSocket,
)
StringProperty,
BoolProperty,
IntProperty,
FloatProperty,
EnumProperty,
PointerProperty,
CollectionProperty,
)
from . import ui, render, update_files
CoDEmanX
committed
def string_strip_hyphen(name):
"""Remove hyphen characters from a string to avoid POV errors"""
return name.replace("-", "")
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def pov_context_tex_datablock(context):
"""Texture context type recreated as deprecated in blender 2.8"""
idblock = context.brush
if idblock and context.scene.texture_context == 'OTHER':
return idblock
# idblock = bpy.context.active_object.active_material
idblock = context.view_layer.objects.active.active_material
if idblock and context.scene.texture_context == 'MATERIAL':
return idblock
idblock = context.world
if idblock and context.scene.texture_context == 'WORLD':
return idblock
idblock = context.light
if idblock and context.scene.texture_context == 'LIGHT':
return idblock
if context.particle_system and context.scene.texture_context == 'PARTICLES':
idblock = context.particle_system.settings
return idblock
idblock = context.line_style
if idblock and context.scene.texture_context == 'LINESTYLE':
return idblock
def brush_texture_update(self, context):
"""Brush texture rolldown must show active slot texture props"""
idblock = pov_context_tex_datablock(context)
if idblock is not None:
#mat = context.view_layer.objects.active.active_material
idblock = pov_context_tex_datablock(context)
slot = idblock.pov_texture_slots[idblock.pov.active_texture_index]
tex = slot.texture
if tex:
# Switch paint brush to active texture so slot and settings remain contextual
bpy.context.tool_settings.image_paint.brush.texture = bpy.data.textures[tex]
bpy.context.tool_settings.image_paint.brush.mask_texture = bpy.data.textures[tex]
def active_texture_name_from_uilist(self, context):
idblock = pov_context_tex_datablock(context)
#mat = context.view_layer.objects.active.active_material
if idblock is not None:
index = idblock.pov.active_texture_index
name = idblock.pov_texture_slots[index].name
newname = idblock.pov_texture_slots[index].texture
tex = bpy.data.textures[name]
tex.name = newname
idblock.pov_texture_slots[index].name = newname
def active_texture_name_from_search(self, context):
"""Texture rolldown to change the data linked by an existing texture"""
idblock = pov_context_tex_datablock(context)
#mat = context.view_layer.objects.active.active_material
if idblock is not None:
index = idblock.pov.active_texture_index
slot = idblock.pov_texture_slots[index]
name = slot.texture_search
try:
tex = bpy.data.textures[name]
slot.name = name
slot.texture = name
# Switch paint brush to this texture so settings remain contextual
#bpy.context.tool_settings.image_paint.brush.texture = tex
#bpy.context.tool_settings.image_paint.brush.mask_texture = tex
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###############################################################################
# Scene POV properties.
###############################################################################
class RenderPovSettingsScene(PropertyGroup):
"""Declare scene level properties controllable in UI and translated to POV"""
name="Enable SDL window",
description="Enable the SDL window in Linux OS",
default=True,
)
name="Text Scene Name",
description="Name of POV scene to use. "
"Set when clicking Run to render current text only",
maxlen=1024,
)
name="Enable Tempfiles",
description="Enable the OS-Tempfiles. Otherwise set the path where"
name="POV editor",
description="Don't Close POV editor after rendering (Overridden"
deletefiles_enable: BoolProperty(
name="Delete files",
description="Delete files after rendering. "
name="Scene Name",
description="Name of POV scene to create. Empty name will use "
"the name of the blend file",
maxlen=1024,
)
name="Export scene path",
# Bug in POV-Ray RC3
# description="Path to directory where the exported scene "
# "(POV and INI) is created",
description="Path to directory where the files are created",
maxlen=1024,
subtype="DIR_PATH",
)
renderimage_path: StringProperty(
name="Rendered image path",
description="Full path to directory where the rendered image is "
"saved",
maxlen=1024,
subtype="DIR_PATH",
)
name="LF in lists",
description="Enable line breaks in lists (vectors and indices). "
"Disabled: lists are exported in one line",
default=True,
)
# Not a real pov option, just to know if we should write
name="Enable Radiosity",
description="Enable POV radiosity calculation",
default=True,
)
radio_display_advanced: BoolProperty(
name="Advanced Options",
description="Show advanced options",
default=False,
)
name="Enable Media",
description="Enable POV atmospheric media",
default=False,
)
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,
)
media_scattering_type: EnumProperty(
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name="Scattering Type",
description="Scattering model",
items=(
(
'1',
"1 Isotropic",
"The simplest form of scattering because"
" it is independent of direction."
),
(
'2',
"2 Mie haze ",
"For relatively small particles such as "
"minuscule water droplets of fog, cloud "
"particles, and particles responsible "
"for the polluted sky. In this model the"
" scattering is extremely directional in"
" the forward direction i.e. the amount "
"of scattered light is largest when the "
"incident light is anti-parallel to the "
"viewing direction (the light goes "
"directly to the viewer). It is smallest"
" when the incident light is parallel to"
" the viewing direction. "
),
(
'3',
"3 Mie murky",
"Like haze but much more directional"
),
(
'4',
"4 Rayleigh",
"For extremely small particles such as "
"molecules of the air. The amount of "
"scattered light depends on the incident"
" light angle. It is largest when the "
"incident light is parallel or "
"anti-parallel to the viewing direction "
"and smallest when the incident light is "
"perpendicular to viewing direction."
),
(
'5',
"5 Henyey-Greenstein",
"The default eccentricity value "
"of zero defines isotropic "
"scattering while positive "
"values lead to scattering in "
"the direction of the light and "
"negative values lead to "
"scattering in the opposite "
"direction of the light. Larger "
"values of e (or smaller values "
"in the negative case) increase "
"the directional property of the"
" scattering."
)
),
default='1',
)
media_diffusion_scale: FloatProperty(
name="Scale",
description="Scale factor of Media Diffusion Color",
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precision=6, step=0.00000001, min=0.000000001, max=1.0,
media_diffusion_color: FloatVectorProperty(
name="Media Diffusion Color",
description="The atmospheric media color",
precision=4, step=0.01, min=0, soft_max=1,
default=(0.001, 0.001, 0.001),
options={'ANIMATABLE'},
subtype='COLOR',
)
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media_absorption_scale: FloatProperty(
name="Scale",
description="Scale factor of Media Absorption Color. "
"use 1/depth of media volume in meters",
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precision=6,
step=0.000001,
min=0.000000001,
max=1.0,
default=(0.00002),
)
media_absorption_color: FloatVectorProperty(
name="Media Absorption Color",
description="The atmospheric media absorption color",
precision=4, step=0.01, min=0, soft_max=1,
default=(0.0, 0.0, 0.0),
options={'ANIMATABLE'},
subtype='COLOR',
)
media_eccentricity: FloatProperty(
name="Media Eccenticity Factor",
description="Positive values lead"
" to scattering in the direction of the light and negative "
"values lead to scattering in the opposite direction of the "
"light. Larger values of e (or smaller values in the negative"
" case) increase the directional property of the scattering",
precision=2,
step=0.01,
min=-1.0,
max=1.0,
default=(0.0),
options={'ANIMATABLE'},
)
name="Enable Baking",
description="Enable POV texture baking",
default=False
)
indentation_character: EnumProperty(
name="Indentation",
description="Select the indentation type",
items=(
('NONE', "None", "No indentation"),
('TAB', "Tabs", "Indentation with tabs"),
('SPACE', "Spaces", "Indentation with spaces")
),
name="Quantity of spaces",
description="The number of spaces for indentation",
min=1,
max=10,
default=4,
)
name="Enable Comments",
description="Add comments to pov file",
default=True,
)
command_line_switches: StringProperty(
name="Command Line Switches",
description="Command line switches consist of a + (plus) or - "
"(minus) sign, followed by one or more alphabetic "
"characters and possibly a numeric value",
maxlen=500,
)
name="Anti-Alias", description="Enable Anti-Aliasing",
default=True,
)
name="Method",
description="AA-sampling method. Type 1 is an adaptive, "
"non-recursive, super-sampling method. Type 2 is an "
"adaptive and recursive super-sampling method. Type 3 "
"is a stochastic halton based super-sampling method",
items=(
("0", "non-recursive AA", "Type 1 Sampling in POV"),
("1", "recursive AA", "Type 2 Sampling in POV"),
("2", "stochastic AA", "Type 3 Sampling in POV")
),
default="1",
)
antialias_confidence: FloatProperty(
name="Antialias Confidence",
description="how surely the computed color "
"of a given pixel is indeed"
"within the threshold error margin",
min=0.0001,
max=1.0000,
default=0.9900,
precision=4
name="Antialias Depth",
description="Depth of pixel for sampling",
antialias_threshold: FloatProperty(
name="Antialias Threshold",
description="Tolerance for sub-pixels",
min=0.0,
max=1.0,
soft_min=0.05,
soft_max=0.5,
default=0.03,
)
name="Jitter",
description="Enable Jittering. Adds noise into the sampling "
"process (it should be avoided to use jitter in "
"animation)",
default=False,
)
name="Jitter Amount",
description="Amount of jittering",
min=0.0,
max=1.0,
soft_min=0.01,
soft_max=1.0,
default=1.0,
)
name="Antialias Gamma",
description="POV-Ray compares gamma-adjusted values for super "
"sampling. Antialias Gamma sets the Gamma before "
"comparison",
min=0.0,
max=5.0,
soft_min=0.01,
soft_max=2.5,
default=2.5,
)
name="Alpha",
description="Representation of alpha information in the RGBA pixels",
items=(
("SKY", "Sky", "Transparent pixels are filled with sky color"),
(
"TRANSPARENT",
"Transparent",
"Transparent, World background is transparent with premultiplied alpha",
),
),
default="SKY",
)
name="Shadows",
description="Calculate shadows while rendering",
default=True,
)
name="Max Trace Level",
description="Number of reflections/refractions allowed on ray "
"path",
adc_bailout_enable: BoolProperty(
name="Enable",
description="",
default=False,
)
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name="ADC Bailout",
description="Adaptive Depth Control (ADC) to stop computing additional"
"reflected or refracted rays when their contribution is insignificant."
"The default value is 1/255, or approximately 0.0039, since a change "
"smaller than that could not be visible in a 24 bit image. Generally "
"this value is fine and should be left alone."
"Setting adc_bailout to 0 will disable ADC, relying completely on "
"max_trace_level to set an upper limit on the number of rays spawned. ",
min=0.0,
max=1000.0,
default=0.00392156862745,
precision=3
)
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ambient_light_enable: BoolProperty(
name="Enable",
description="",
default=False,
)
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ambient_light: FloatVectorProperty(
name="Ambient Light",
description="Ambient light is used to simulate the effect of inter-diffuse reflection",
precision=4, step=0.01, min=0, soft_max=1,
default=(1, 1, 1), options={'ANIMATABLE'}, subtype='COLOR',
global_settings_advanced: BoolProperty(
name="Advanced",
description="",
default=False,
)
Maurice Raybaud
committed
irid_wavelength_enable: BoolProperty(
name="Enable",
description="",
default=False,
)
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irid_wavelength: FloatVectorProperty(
name="Irid Wavelength",
description=(
"Iridescence calculations depend upon the dominant "
"wavelengths of the primary colors of red, green and blue light"
),
precision=4,
step=0.01,
min=0,
soft_max=1,
default=(0.25,0.18,0.14),
options={'ANIMATABLE'},
subtype='COLOR'
# Deprecated (autodetected in pov3.8):
# charset: EnumProperty(
# name="Charset",
# description="This allows you to specify the assumed character set of all text strings",
# items=(
# ("ascii", "ASCII", ""),
# ("utf8", "UTF-8", ""),
# ("sys", "SYS", "")
# ),
# default="utf8",
# )
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max_intersections_enable: BoolProperty(
name="Enable",
description="",
default=False,
)
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name="Max Intersections",
description="POV-Ray uses a set of internal stacks to collect ray/object intersection points",
min=2,
max=1024,
default=64,
)
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number_of_waves_enable: BoolProperty(
name="Enable",
description="",
default=False,
)
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name="Number Waves",
description=(
"The waves and ripples patterns are generated by summing a series of waves, "
"each with a slightly different center and size"
),
min=1,
max=10,
default=1000,
)
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noise_generator_enable: BoolProperty(
name="Enable",
description="",
default=False,
)
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name="Noise Generator",
description="There are three noise generators implemented",
min=1,
max=3,
default=2,
)
########################### PHOTONS #######################################
name="Photons",
description="Enable global photons",
default=False,
)
photon_enable_count: BoolProperty(
name="Spacing / Count",
description="Enable count photons",
default=False,
)
name="Count",
description="Photons count",
min=1,
max=100000000,
default=20000
)
name="Spacing",
description="Average distance between photons on surfaces. half "
"this get four times as many surface photons",
min=0.001,
max=1.000,
soft_min=0.001,
soft_max=1.000,
photon_max_trace_level: IntProperty(
name="Max Trace Level",
description="Number of reflections/refractions allowed on ray "
"path",
min=1,
max=256,
default=5
)
photon_adc_bailout: FloatProperty(
name="ADC Bailout",
description="The adc_bailout for photons. 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,
precision=3,
default=0.1,
)
name="Gather Min", description="Minimum number of photons gathered"
"for each point",
min=1, max=256, default=20
)
name="Gather Max", description="Maximum number of photons gathered for each point",
min=1, max=256, default=100
)
photon_map_file_save_load: EnumProperty(
name="Operation",
description="Load or Save photon map file",
items=(
("NONE", "None", ""),
("save", "Save", ""),
("load", "Load", "")
),
default="NONE",
)
photon_map_filename: StringProperty(
name="Filename",
description="",
maxlen=1024
)
name="Directory",
description="",
maxlen=1024,
subtype="DIR_PATH",
)
name="File",
description="",
maxlen=1024,
subtype="FILE_PATH"
)
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=0.0039,
precision=4,
)
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=False,
)
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
)
name="Ray Count",
description="Number of rays for each new radiosity value to be calculated "
"(halton sequence over 1600)",
min=1, max=10000, soft_max=1600, default=35
)
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=10.0
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
)
radio_low_error_factor: FloatProperty(
name="Low Error Factor",
description="Just enough samples is slightly blotchy. Low error changes error "
"tolerance for less critical last refining pass",
min=0.000001, max=1.0, soft_min=0.000001, soft_max=1.0, default=0.5
)
name="Media",
description="Radiosity estimation can be affected by media",
default=True,
)
name="Subsurface",
description="Radiosity estimation can be affected by Subsurface Light Transport",
default=False,
)
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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, precision=3
)
radio_maximum_reuse: FloatProperty(
name="Maximum Reuse",
description="The maximum reuse parameter works in conjunction with, and is similar to that of minimum reuse, "
"the only difference being that it is an upper bound rather than a lower one",
min=0.0, max=1.0,default=0.2, precision=3
)
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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=1
)
name="Normals",
description="Radiosity estimation can be affected by normals",
default=False,
)
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=1
)
radio_pretrace_start: FloatProperty(
name="Pretrace Start",
description="Fraction of the screen width which sets the size of the "
"blocks in the mosaic preview first pass",
min=0.005, max=1.00, soft_min=0.02, soft_max=1.0, default=0.04
# XXX TODO set automatically to pretrace_end = 8 / max (image_width, image_height)
# for non advanced mode
radio_pretrace_end: FloatProperty(
name="Pretrace End",
description="Fraction of the screen width which sets the size of the blocks "
"in the mosaic preview last pass",
min=0.000925, max=1.00, soft_min=0.01, soft_max=1.00, default=0.004, precision=3
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###############################################################################
# Material POV properties.
###############################################################################
"""Declare material texture slot level properties for UI and translated to POV."""
bl_idname="pov_texture_slots",
bl_description="Texture_slots from Blender-2.79",
# Adding a "real" texture datablock as property is not possible
# (or at least not easy through a dynamically populated EnumProperty).
# That's why we'll use a prop_search() UILayout function in ui.py.
# So we'll assign the name of the needed texture datablock to the below StringProperty.
texture : StringProperty(update=active_texture_name_from_uilist)
# and use another temporary StringProperty to change the linked data
texture_search : StringProperty(
name="",
update = active_texture_name_from_search,
description = "Browse Texture to be linked",
)
name="Alpha",
description="Amount texture affects alpha",
name="",
description="Amount texture affects ambient",
name="",
description="Method to use for bump mapping",
items=(
("BUMP_ORIGINAL", "Bump Original", ""),
("BUMP_COMPATIBLE", "Bump Compatible", ""),
("BUMP_DEFAULT", "Bump Default", ""),
("BUMP_BEST_QUALITY", "Bump Best Quality", "")
),
default="BUMP_ORIGINAL",
)
name="",
description="Space to apply bump mapping in",
items=(
("BUMP_VIEWSPACE", "Bump Viewspace", ""),
("BUMP_OBJECTSPACE", "Bump Objectspace", ""),
("BUMP_TEXTURESPACE", "Bump Texturespace", "")
),
default="BUMP_VIEWSPACE",
)
name="",
description="Amount texture affects density",
name="",
description="Amount texture affects diffuse color",
name="",
description="Amount texture affects diffuse reflectivity",
name="",
description="Amount texture displaces the surface",