Newer
Older
tabWrite("function{f%s(x,y,z).transmit}\n" %texturesAlpha)
else:
# POV-Ray "scale" is not a number of repetitions factor, but its
# inverse, a standard scale factor.
# Offset seems needed relatively to scale so probably center of the
# scale is not the same in blender and POV
mappingAlpha = " translate <%.4g, %.4g, %.4g> " \
"scale <%.4g, %.4g, %.4g>\n" % \
(-t_alpha.offset.x, -t_alpha.offset.y,
t_alpha.offset.z, 1.0 / t_alpha.scale.x,
1.0 / t_alpha.scale.y, 1.0 / t_alpha.scale.z)
tabWrite("pigment {pigment_pattern {uv_mapping image_map" \
"{%s \"%s\" %s}%s" % \
(imageFormat(texturesAlpha), texturesAlpha,
imgMap(t_alpha), mappingAlpha))
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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")
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else:
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tabWrite("pigment {rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>}\n" % \
(col[0], col[1], col[2], povFilter, trans))
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if texturesSpec != "":
# Level 1 is no specular
tabWrite("finish {%s}\n" % (safety(material_finish, Level=1)))
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else:
# Level 2 is translated spec
tabWrite("finish {%s}\n" % (safety(material_finish, Level=2)))
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else:
# POV-Ray "scale" is not a number of repetitions factor, but its
# inverse, a standard scale factor.
# Offset seems needed relatively to scale so probably center of the
# scale is not the same in blender and POV
mappingDif = ("translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>" % \
(-t_dif.offset.x, -t_dif.offset.y, t_dif.offset.z,
1.0 / t_dif.scale.x, 1.0 / t_dif.scale.y,
1.0 / t_dif.scale.z))
if texturesAlpha != "":
# POV-Ray "scale" is not a number of repetitions factor, but its
# inverse, a standard scale factor.
# Offset seems needed relatively to scale so probably center of the
# scale is not the same in blender and POV
mappingAlpha = " translate <%.4g,%.4g,%.4g> " \
"scale <%.4g,%.4g,%.4g>" % \
(-t_alpha.offset.x, -t_alpha.offset.y,
t_alpha.offset.z, 1.0 / t_alpha.scale.x,
1.0 / t_alpha.scale.y, 1.0 / t_alpha.scale.z)
tabWrite("pigment {\n")
tabWrite("pigment_pattern {\n")
if texturesAlpha and texturesAlpha.startswith("PAT_"):
tabWrite("function{f%s(x,y,z).transmit}\n" %texturesAlpha)
else:
tabWrite("uv_mapping image_map{%s \"%s\" %s}%s}\n" % \
(imageFormat(texturesAlpha), texturesAlpha,
imgMap(t_alpha), mappingAlpha))
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tabWrite("pigment_map {\n")
tabWrite("[0 color rgbft<0,0,0,1,1>]\n")
#if texturesAlpha and texturesAlpha.startswith("PAT_"):
#tabWrite("[1 pigment{%s}]\n" %texturesDif)
if texturesDif and not texturesDif.startswith("PAT_"):
tabWrite("[1 uv_mapping image_map {%s \"%s\" %s} %s]\n" % \
(imageFormat(texturesDif), texturesDif,
(imgGamma + imgMap(t_dif)), mappingDif))
elif texturesDif and texturesDif.startswith("PAT_"):
tabWrite("[1 %s]\n" %texturesDif)
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tabWrite("}\n")
tabWrite("}\n")
if texturesAlpha and texturesAlpha.startswith("PAT_"):
tabWrite("}\n")
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else:
if texturesDif and texturesDif.startswith("PAT_"):
tabWrite("pigment{%s}\n" %texturesDif)
else:
tabWrite("pigment {uv_mapping image_map {%s \"%s\" %s}%s}\n" % \
(imageFormat(texturesDif), texturesDif,
(imgGamma + imgMap(t_dif)), mappingDif))
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if texturesSpec != "":
# Level 1 is no specular
tabWrite("finish {%s}\n" % (safety(material_finish, Level=1)))
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else:
# Level 2 is translated specular
tabWrite("finish {%s}\n" % (safety(material_finish, Level=2)))
## scale 1 rotate y*0
#imageMap = ("{image_map {%s \"%s\" %s }\n" % \
# (imageFormat(textures),textures,imgMap(t_dif)))
#tabWrite("uv_mapping pigment %s} %s finish {%s}\n" % \
# (imageMap,mapping,safety(material_finish)))
#tabWrite("pigment {uv_mapping image_map {%s \"%s\" %s}%s} " \
# "finish {%s}\n" % \
# (imageFormat(texturesDif), texturesDif, imgMap(t_dif),
# mappingDif, safety(material_finish)))
if texturesNorm != "":
## scale 1 rotate y*0
# POV-Ray "scale" is not a number of repetitions factor, but its
# inverse, a standard scale factor.
# Offset seems needed relatively to scale so probably center of the
# scale is not the same in blender and POV
mappingNor = " translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>" % \
(-t_nor.offset.x, -t_nor.offset.y, t_nor.offset.z,
1.0 / t_nor.scale.x, 1.0 / t_nor.scale.y,
1.0 / t_nor.scale.z)
#imageMapNor = ("{bump_map {%s \"%s\" %s mapping}" % \
# (imageFormat(texturesNorm),texturesNorm,imgMap(t_nor)))
#We were not using the above maybe we should?
if texturesNorm and texturesNorm.startswith("PAT_"):
tabWrite("normal{function{f%s(x,y,z).grey} bump_size %.4g}\n" %(texturesNorm, t_nor.normal_factor * 10))
else:
tabWrite("normal {uv_mapping bump_map " \
"{%s \"%s\" %s bump_size %.4g }%s}\n" % \
(imageFormat(texturesNorm), texturesNorm, imgMap(t_nor),
t_nor.normal_factor * 10, mappingNor))
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if texturesSpec != "":
tabWrite("]\n")
##################Second index for mapping specular max value###############
tabWrite("[1 \n")
if texturesDif == "" and mater.pov.replacement_text == "":
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if texturesAlpha != "":
# POV-Ray "scale" is not a number of repetitions factor, but its inverse,
# a standard scale factor.
# Offset seems needed relatively to scale so probably center of the scale
# is not the same in blender and POV
# Strange that the translation factor for scale is not the same as for
# translate.
# TODO: verify both matches with blender internal.
mappingAlpha = " translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>\n" % \
(-t_alpha.offset.x, -t_alpha.offset.y, t_alpha.offset.z,
1.0 / t_alpha.scale.x, 1.0 / t_alpha.scale.y,
1.0 / t_alpha.scale.z)
if texturesAlpha and texturesAlpha.startswith("PAT_"):
tabWrite("function{f%s(x,y,z).transmit}\n" %texturesAlpha)
else:
tabWrite("pigment {pigment_pattern {uv_mapping image_map" \
"{%s \"%s\" %s}%s}\n" % \
(imageFormat(texturesAlpha), texturesAlpha, imgMap(t_alpha),
mappingAlpha))
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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")
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else:
tabWrite("pigment {rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>}\n" % \
(col[0], col[1], col[2], povFilter, trans))
if texturesSpec != "":
# Level 3 is full specular
tabWrite("finish {%s}\n" % (safety(material_finish, Level=3)))
elif colored_specular_found:
# Level 1 is no specular
tabWrite("finish {%s}\n" % (safety(material_finish, Level=1)))
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else:
# Level 2 is translated specular
tabWrite("finish {%s}\n" % (safety(material_finish, Level=2)))
elif mater.pov.replacement_text == "":
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# POV-Ray "scale" is not a number of repetitions factor, but its inverse,
# a standard scale factor.
# Offset seems needed relatively to scale so probably center of the scale is
# not the same in blender and POV
# Strange that the translation factor for scale is not the same as for
# translate.
# TODO: verify both matches with blender internal.
mappingDif = ("translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>" % \
(-t_dif.offset.x, -t_dif.offset.y, t_dif.offset.z,
1.0 / t_dif.scale.x, 1.0 / t_dif.scale.y, 1.0 / t_dif.scale.z))
if texturesAlpha != "":
# Strange that the translation factor for scale is not the same as for
# translate.
# TODO: verify both matches with blender internal.
mappingAlpha = "translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>" % \
(-t_alpha.offset.x, -t_alpha.offset.y, t_alpha.offset.z,
1.0 / t_alpha.scale.x, 1.0 / t_alpha.scale.y,
1.0 / t_alpha.scale.z)
if texturesAlpha and texturesAlpha.startswith("PAT_"):
tabWrite("pigment{pigment_pattern {function{f%s(x,y,z).transmit}}\n" %texturesAlpha)
else:
tabWrite("pigment {pigment_pattern {uv_mapping image_map" \
"{%s \"%s\" %s}%s}\n" % \
(imageFormat(texturesAlpha), texturesAlpha, imgMap(t_alpha),
mappingAlpha))
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tabWrite("pigment_map {\n")
tabWrite("[0 color rgbft<0,0,0,1,1>]\n")
if texturesAlpha and texturesAlpha.startswith("PAT_"):
tabWrite("[1 function{f%s(x,y,z).transmit}]\n" %texturesAlpha)
elif texturesDif and not texturesDif.startswith("PAT_"):
tabWrite("[1 uv_mapping image_map {%s \"%s\" %s} %s]\n" % \
(imageFormat(texturesDif), texturesDif,
(imgMap(t_dif) + imgGamma), mappingDif))
elif texturesDif and texturesDif.startswith("PAT_"):
tabWrite("[1 %s]\n" %texturesDif)
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tabWrite("}\n")
tabWrite("}\n")
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else:
if texturesDif and texturesDif.startswith("PAT_"):
tabWrite("pigment{%s}\n" %texturesDif)
else:
tabWrite("pigment {\n")
tabWrite("uv_mapping image_map {\n")
#tabWrite("%s \"%s\" %s}%s\n" % \
# (imageFormat(texturesDif), texturesDif,
# (imgGamma + imgMap(t_dif)),mappingDif))
tabWrite("%s \"%s\" \n" % (imageFormat(texturesDif), texturesDif))
tabWrite("%s\n" % (imgGamma + imgMap(t_dif)))
tabWrite("}\n")
tabWrite("%s\n" % mappingDif)
tabWrite("}\n")
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if texturesSpec != "":
# Level 3 is full specular
tabWrite("finish {%s}\n" % (safety(material_finish, Level=3)))
else:
# Level 2 is translated specular
tabWrite("finish {%s}\n" % (safety(material_finish, Level=2)))
## scale 1 rotate y*0
#imageMap = ("{image_map {%s \"%s\" %s }" % \
# (imageFormat(textures), textures,imgMap(t_dif)))
#file.write("\n\t\t\tuv_mapping pigment %s} %s finish {%s}" % \
# (imageMap, mapping, safety(material_finish)))
#file.write("\n\t\t\tpigment {uv_mapping image_map " \
# "{%s \"%s\" %s}%s} finish {%s}" % \
# (imageFormat(texturesDif), texturesDif,imgMap(t_dif),
# mappingDif, safety(material_finish)))
if texturesNorm != "" and mater.pov.replacement_text == "":
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## scale 1 rotate y*0
# POV-Ray "scale" is not a number of repetitions factor, but its inverse,
# a standard scale factor.
# Offset seems needed relatively to scale so probably center of the scale is
# not the same in blender and POV
mappingNor = (" translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>" % \
(-t_nor.offset.x, -t_nor.offset.y, t_nor.offset.z,
1.0 / t_nor.scale.x, 1.0 / t_nor.scale.y, 1.0 / t_nor.scale.z))
#imageMapNor = ("{bump_map {%s \"%s\" %s mapping}" % \
# (imageFormat(texturesNorm),texturesNorm,imgMap(t_nor)))
#We were not using the above maybe we should?
if texturesNorm and texturesNorm.startswith("PAT_"):
tabWrite("normal{function{f%s(x,y,z).grey} bump_size %.4g}\n" %(texturesNorm, t_nor.normal_factor * 10))
else:
tabWrite("normal {uv_mapping bump_map {%s \"%s\" %s bump_size %.4g }%s}\n" % \
(imageFormat(texturesNorm), texturesNorm, imgMap(t_nor),
t_nor.normal_factor * 10.0, mappingNor))
if texturesSpec != "" and mater.pov.replacement_text == "":
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tabWrite("]\n")
tabWrite("}\n")
#End of slope/ior texture_map
if mater.diffuse_shader == 'MINNAERT' and mater.pov.replacement_text == "":
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tabWrite("]\n")
tabWrite("}\n")
if mater.diffuse_shader == 'FRESNEL' and mater.pov.replacement_text == "":
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c = 1
while (c <= lampCount):
tabWrite("]\n")
tabWrite("}\n")
c += 1
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# Close first layer of POV "texture" (Blender material)
tabWrite("}\n")
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if (mater.specular_color.s > 0.0):
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colored_specular_found = True
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else:
colored_specular_found = False
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# Write another layered texture using invisible diffuse and metallic trick
# to emulate colored specular highlights
special_texture_found = False
for t in mater.texture_slots:
if(t and t.use and ((t.texture.type == 'IMAGE' and t.texture.image) or t.texture.type != 'IMAGE') and
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(t.use_map_specular or t.use_map_raymir)):
# Specular mapped textures would conflict with colored specular
# because POV can't layer over or under pigment patterned textures
special_texture_found = True
if colored_specular_found and not special_texture_found:
file.write(" // colored highlights with a stransparent metallic layer\n")
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else:
tabWrite("\n")
tabWrite("texture {\n")
tabWrite("pigment {rgbft<%.3g, %.3g, %.3g, 0, 1>}\n" % \
(mater.specular_color[0], mater.specular_color[1], mater.specular_color[2]))
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tabWrite("finish {%s}\n" % (safety(material_finish, Level=2))) # Level 2 is translated spec
texturesNorm = ""
for t in mater.texture_slots:
if t and t.texture.pov.tex_pattern_type != 'emulator':
proceduralFlag=True
image_filename = string_strip_hyphen(bpy.path.clean_name(t.texture.name))
if t and t.texture.type == 'IMAGE' and t.use and t.texture.image and t.texture.pov.tex_pattern_type == 'emulator':
proceduralFlag=False
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image_filename = path_image(t.texture.image)
imgGamma = ""
if image_filename:
if t.use_map_normal:
texturesNorm = image_filename
# colvalue = t.normal_factor * 10.0 # UNUSED
#textNormName=t.texture.image.name + ".normal"
#was the above used? --MR
t_nor = t
if proceduralFlag:
tabWrite("normal{function{f%s(x,y,z).grey} bump_size %.4g}\n" %(texturesNorm, t_nor.normal_factor * 10))
else:
tabWrite("normal {uv_mapping bump_map " \
"{%s \"%s\" %s bump_size %.4g }%s}\n" % \
(imageFormat(texturesNorm), texturesNorm, imgMap(t_nor),
t_nor.normal_factor * 10, mappingNor))
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tabWrite("}\n") # THEN IT CAN CLOSE LAST LAYER OF TEXTURE --MR
####################################################################################
index[0] = idx
idx += 1
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# Vert Colors
tabWrite("texture_list {\n")
# In case there's is no material slot, give at least one texture (empty so it uses pov default)
if len(vertCols)==0:
file.write(tabStr + "1")
else:
file.write(tabStr + "%s" % (len(vertCols))) # vert count
if me_materials:
if mater.pov.replacement_text != "":
file.write("\n")
file.write(" texture{%s}\n" % material.pov.replacement_text)
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else:
# Loop through declared materials list
for cMN in LocalMaterialNames:
if material != "Default":
file.write("\n texture{MAT_%s}\n" % cMN)#string_strip_hyphen(materialNames[material])) # Something like that
file.write(" texture{}\n")
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tabWrite("}\n")
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# Face indices
tabWrite("face_indices {\n")
tabWrite("%d" % (len(me_faces) + quadCount)) # faces count
tabStr = tab * tabLevel
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for fi, f in enumerate(me_faces):
fv = faces_verts[fi]
material_index = f.material_index
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indices = (0, 1, 2), (0, 2, 3)
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indices = ((0, 1, 2),)
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if vcol_layer:
col = vcol_layer[fi]
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if len(fv) == 4:
cols = col.color1, col.color2, col.color3, col.color4
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cols = col.color1, col.color2, col.color3
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if not me_materials or me_materials[material_index] is None: # No materials
for i1, i2, i3 in indices:
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file.write(",\n")
# vert count
file.write(tabStr + "<%d,%d,%d>" % (fv[i1], fv[i2], fv[i3]))
else:
file.write(", ")
file.write("<%d,%d,%d>" % (fv[i1], fv[i2], fv[i3])) # vert count
else:
material = me_materials[material_index]
for i1, i2, i3 in indices:
if me.vertex_colors: #and material.use_vertex_color_paint:
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# Color per vertex - vertex color
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col1 = cols[i1]
col2 = cols[i2]
col3 = cols[i3]
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ci1 = vertCols[col1[0], col1[1], col1[2], material_index][0]
ci2 = vertCols[col2[0], col2[1], col2[2], material_index][0]
ci3 = vertCols[col3[0], col3[1], col3[2], material_index][0]
else:
# Color per material - flat material color
if material.subsurface_scattering.use:
diffuse_color = [i * j for i, j in zip(material.subsurface_scattering.color[:], material.diffuse_color[:])]
else:
diffuse_color = material.diffuse_color[:]
ci1 = ci2 = ci3 = vertCols[diffuse_color[0], diffuse_color[1], \
diffuse_color[2], f.material_index][0]
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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
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file.write("\n")
tabWrite("}\n")
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# normal_indices indices
tabWrite("normal_indices {\n")
tabWrite("%d" % (len(me_faces) + quadCount)) # faces count
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tabStr = tab * tabLevel
for fi, fv in enumerate(faces_verts):
if len(fv) == 4:
indices = (0, 1, 2), (0, 2, 3)
indices = ((0, 1, 2),)
for i1, i2, i3 in indices:
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if me_faces[fi].use_smooth:
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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
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idx = uniqueNormals[faces_normals[fi]][0]
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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")
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if uv_layer:
tabWrite("uv_indices {\n")
tabWrite("%d" % (len(me_faces) + quadCount)) # faces count
tabStr = tab * tabLevel
for fi, fv in enumerate(faces_verts):
if len(fv) == 4:
indices = (0, 1, 2), (0, 2, 3)
else:
indices = ((0, 1, 2),)
uv = uv_layer[fi]
if len(faces_verts[fi]) == 4:
uvs = uv.uv[0][:], uv.uv[1][:], uv.uv[2][:], uv.uv[3][:]
else:
uvs = uv.uv[0][:], uv.uv[1][:], uv.uv[2][:]
for i1, i2, i3 in indices:
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file.write(",\n")
file.write(tabStr + "<%d,%d,%d>" % (
uniqueUVs[uvs[i1]][0],\
uniqueUVs[uvs[i2]][0],\
uniqueUVs[uvs[i3]][0]))
else:
file.write(", ")
file.write("<%d,%d,%d>" % (
uniqueUVs[uvs[i1]][0],\
uniqueUVs[uvs[i2]][0],\
uniqueUVs[uvs[i3]][0]))
file.write("\n")
tabWrite("}\n")
if me.materials:
try:
material = me.materials[0] # dodgy
writeObjectMaterial(material, ob)
except IndexError:
print(me)
#Importance for radiosity sampling added here:
tabWrite("radiosity { \n")
tabWrite("importance %3g \n" % importance)
tabWrite("}\n")
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tabWrite("}\n") # End of mesh block
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for data_name, inst in data_ref.items():
for ob_name, matrix_str in inst:
tabWrite("//----Blender Object Name:%s----\n" % ob_name)
tabWrite("object { \n")
tabWrite("%s\n" % data_name)
tabWrite("%s\n" % matrix_str)
tabWrite("}\n")
render = scene.render
matrix = global_matrix * camera.matrix_world
#############Maurice####################################
#These lines added to get sky gradient (visible with PNG output)
if world:
#For simple flat background:
if not world.use_sky_blend:
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# Non fully transparent background could premultiply alpha and avoid anti-aliasing
# display issue:
if render.alpha_mode == 'TRANSPARENT':
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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[:]))
# XXX Does not exists anymore
#else:
#tabWrite("background {rgbt<%.3g, %.3g, %.3g, 1>}\n" % (world.horizon_color[:]))
for t in world.texture_slots: # risk to write several sky_spheres but maybe ok.
if t and t.texture.type is not None:
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# XXX No enable checkbox for world textures yet (report it?)
#if t and t.texture.type == 'IMAGE' and t.use:
if t and t.texture.type == 'IMAGE':
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
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# Commented below was an idea to make the Background image oriented as camera
# taken here:
#http://news.povray.org/povray.newusers/thread/%3Cweb.4a5cddf4e9c9822ba2f93e20@news.povray.org%3E/
# Replace 4/3 by the ratio of each image found by some custom or existing
# function
#mappingBlend = (" translate <%.4g,%.4g,%.4g> rotate z*degrees" \
# "(atan((camLocation - camLookAt).x/(camLocation - " \
# "camLookAt).y)) rotate x*degrees(atan((camLocation - " \
# "camLookAt).y/(camLocation - camLookAt).z)) rotate y*" \
# "degrees(atan((camLocation - camLookAt).z/(camLocation - " \
# "camLookAt).x)) scale <%.4g,%.4g,%.4g>b" % \
# (t_blend.offset.x / 10 , t_blend.offset.y / 10 ,
# t_blend.offset.z / 10, t_blend.scale.x ,
# t_blend.scale.y , t_blend.scale.z))
#using camera rotation valuesdirectly from blender seems much easier
if t_blend.texture_coords == 'ANGMAP':
mappingBlend = ""
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else:
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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")
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tabWrite("image_map{%s \"%s\" %s}\n" % \
(imageFormat(texturesBlend), texturesBlend, imgMapBG(t_blend)))
tabWrite("}\n")
tabWrite("%s\n" % (mappingBlend))
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# The following layered pigment opacifies to black over the texture for
# transmit below 1 or otherwise adds to itself
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tabWrite("pigment {rgb 0 transmit %s}\n" % (t.texture.intensity))
tabWrite("}\n")
#tabWrite("scale 2\n")
#tabWrite("translate -1\n")
#For only Background gradient
if worldTexCount == 0:
tabWrite("sky_sphere {\n")
tabWrite("pigment {\n")
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# maybe Should follow the advice of POV doc about replacing gradient
# for skysphere..5.5
tabWrite("gradient y\n")
tabWrite("color_map {\n")
# XXX Does not exists anymore
#if render.alpha_mode == 'STRAIGHT':
#tabWrite("[0.0 rgbt<%.3g, %.3g, %.3g, 1>]\n" % (world.horizon_color[:]))
#tabWrite("[1.0 rgbt<%.3g, %.3g, %.3g, 1>]\n" % (world.zenith_color[:]))
if render.alpha_mode == 'TRANSPARENT':
tabWrite("[0.0 rgbt<%.3g, %.3g, %.3g, 0.99>]\n" % (world.horizon_color[:]))
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# aa premult not solved with transmit 1
tabWrite("[1.0 rgbt<%.3g, %.3g, %.3g, 0.99>]\n" % (world.zenith_color[:]))
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")
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# Sky_sphere alpha (transmit) is not translating into image alpha the same
# way as 'background'
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#if world.light_settings.use_indirect_light:
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# scene.pov.radio_enable=1
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# 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?
###############################################################
tabWrite("fog {\n")
tabWrite("distance %.6f\n" % mist.depth)
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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")
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if scene.pov.media_enable:
tabWrite("media {\n")
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tabWrite("scattering { 1, rgb <%.4g, %.4g, %.4g>}\n" % scene.pov.media_color[:])
tabWrite("samples %.d\n" % scene.pov.media_samples)
tabWrite("}\n")
tabWrite("global_settings {\n")
tabWrite("assumed_gamma 1.0\n")
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tabWrite("max_trace_level %d\n" % scene.pov.max_trace_level)
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if scene.pov.radio_enable:
tabWrite("radiosity {\n")
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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")
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onceSss = 1
onceAmbient = 1
oncePhotons = 1
if material.subsurface_scattering.use and onceSss:
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# In pov, the scale has reversed influence compared to blender. these number
# should correct that
tabWrite("mm_per_unit %.6f\n" % \
(material.subsurface_scattering.scale * 1000.0))# formerly ...scale * (-100.0) + 15.0))
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# In POV-Ray, the scale factor for all subsurface shaders needs to be the same
sslt_samples = (11 - material.subsurface_scattering.error_threshold) * 10 # formerly ...*100
tabWrite("subsurface { samples %d, %d }\n" % (sslt_samples, sslt_samples / 10))
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onceSss = 0
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if world and onceAmbient:
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tabWrite("ambient_light rgb<%.3g, %.3g, %.3g>\n" % world.ambient_color[:])
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onceAmbient = 0
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if (material.pov.refraction_type == "2" or material.pov.photons_reflection == True) and oncePhotons:
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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")
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oncePhotons = 0
tabWrite("}\n")
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def exportCustomCode():
# Write CurrentAnimation Frame for use in Custom POV Code
file.write("#declare CURFRAMENUM = %d;\n" % bpy.context.scene.frame_current)
#Change path and uncomment to add an animated include file by hand:
file.write("//#include \"/home/user/directory/animation_include_file.inc\"\n")
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for txt in bpy.data.texts:
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if txt.pov.custom_code:
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# Why are the newlines needed?
file.write("\n")
file.write(txt.as_string())
file.write("\n")
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sel = renderable_objects()
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file.write("//----------------------------------------------\n" \
"//--Exported with POV-Ray exporter for Blender--\n" \
"//----------------------------------------------\n\n")
file.write("#version 3.7;\n")
file.write("\n//--Global settings--\n\n")
file.write("\n//--Custom Code--\n\n")
exportCustomCode()
if comments:
file.write("\n//--Patterns Definitions--\n\n")
LocalPatternNames = []
for texture in bpy.data.textures: #ok?
if texture.users > 0:
currentPatName = string_strip_hyphen(bpy.path.clean_name(texture.name)) #string_strip_hyphen(patternNames[texture.name]) #maybe instead
LocalPatternNames.append(currentPatName) #use this list to prevent writing texture instances several times and assign in mats?
file.write("\n #declare PAT_%s = \n" % currentPatName)
file.write(exportPattern(texture))
file.write("\n")
file.write("\n//--Background--\n\n")
file.write("\n//--Cameras--\n\n")
file.write("\n//--Lamps--\n\n")
exportLamps([l for l in sel if l.type == 'LAMP'])
file.write("\n//--Material Definitions--\n\n")
# write a default pigment for objects with no material (comment out to show black)
file.write("#default{ pigment{ color rgb 0.8 }}\n")
# Convert all materials to strings we can access directly per vertex.
writeMaterial(None) # default material
writeMaterial(material)
file.write("\n")
file.write("//--Mesh objects--\n")
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exportMeshes(scene, sel)
#What follow used to happen here:
#exportCamera()
#exportWorld(scene.world)
#exportGlobalSettings(scene)
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# MR:..and the order was important for an attempt to implement pov 3.7 baking
# (mesh camera) comment for the record
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# CR: Baking should be a special case than. If "baking", than we could change the order.
#print("pov file closed %s" % file.closed)
#print("pov file closed %s" % file.closed)
def write_pov_ini(scene, filename_ini, filename_pov, filename_image):
#scene = bpy.data.scenes[0]
x = int(render.resolution_x * render.resolution_percentage * 0.01)
y = int(render.resolution_y * render.resolution_percentage * 0.01)
file.write("Version=3.7\n")
file.write("Input_File_Name='%s'\n" % filename_pov)
file.write("Output_File_Name='%s'\n" % filename_image)
file.write("Width=%d\n" % x)
file.write("Height=%d\n" % y)
# Border render.
if render.use_border:
file.write("Start_Column=%4g\n" % render.border_min_x)
file.write("End_Column=%4g\n" % (render.border_max_x))
file.write("Start_Row=%4g\n" % (1.0 - render.border_max_y))
file.write("End_Row=%4g\n" % (1.0 - render.border_min_y))
file.write("Bounding_Method=2\n") # The new automatic BSP is faster in most scenes
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# Activated (turn this back off when better live exchange is done between the two programs
# (see next comment)
file.write("Display=1\n")
file.write("Pause_When_Done=0\n")
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# PNG, with POV-Ray 3.7, can show background color with alpha. In the long run using the
# POV-Ray interactive preview like bishop 3D could solve the preview for all formats.
file.write("Output_File_Type=N\n")
#file.write("Output_File_Type=T\n") # TGA, best progressive loading
file.write("Output_Alpha=1\n")
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if scene.pov.antialias_enable:
# method 2 (recursive) with higher max subdiv forced because no mipmapping in POV-Ray
# needs higher sampling.
# aa_mapping = {"5": 2, "8": 3, "11": 4, "16": 5}
method = {"0": 1, "1": 2}
file.write("Antialias=on\n")
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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")
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file.write("Jitter_Amount=%3g\n" % scene.pov.jitter_amount)
file.write("Jitter=off\n") # prevent animation flicker
file.write("Antialias=off\n")
#print("ini file closed %s" % file.closed)
#print("ini file closed %s" % file.closed)
bl_label = "POV-Ray 3.7"
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@staticmethod
def _locate_binary():
addon_prefs = bpy.context.user_preferences.addons[__package__].preferences
# Use the system preference if its set.
pov_binary = addon_prefs.filepath_povray
if pov_binary:
if os.path.exists(pov_binary):
return pov_binary
else:
print("User Preference to povray %r NOT FOUND, checking $PATH" % pov_binary)
# Windows Only
# assume if there is a 64bit binary that the user has a 64bit capable OS
if sys.platform[:3] == "win":
import winreg
win_reg_key = winreg.OpenKey(winreg.HKEY_CURRENT_USER, "Software\\POV-Ray\\v3.7\\Windows")
win_home = winreg.QueryValueEx(win_reg_key, "Home")[0]
# First try 64bits
pov_binary = os.path.join(win_home, "bin", "pvengine64.exe")
if os.path.exists(pov_binary):
return pov_binary
# Then try 32bits
pov_binary = os.path.join(win_home, "bin", "pvengine.exe")
if os.path.exists(pov_binary):
return pov_binary
# search the path all os's
pov_binary_default = "povray"
os_path_ls = os.getenv("PATH").split(':') + [""]
for dir_name in os_path_ls:
pov_binary = os.path.join(dir_name, pov_binary_default)
if os.path.exists(pov_binary):
return pov_binary
return ""
def _export(self, scene, povPath, renderImagePath):
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if scene.pov.tempfiles_enable:
self._temp_file_in = tempfile.NamedTemporaryFile(suffix=".pov", delete=False).name
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# PNG with POV 3.7, can show the background color with alpha. In the long run using the
# POV-Ray interactive preview like bishop 3D could solve the preview for all formats.
self._temp_file_out = tempfile.NamedTemporaryFile(suffix=".png", delete=False).name
#self._temp_file_out = tempfile.NamedTemporaryFile(suffix=".tga", delete=False).name
self._temp_file_ini = tempfile.NamedTemporaryFile(suffix=".ini", delete=False).name
else:
self._temp_file_in = povPath + ".pov"
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# PNG with POV 3.7, can show the background color with alpha. In the long run using the
# POV-Ray interactive preview like bishop 3D could solve the preview for all formats.
self._temp_file_out = renderImagePath + ".png"
#self._temp_file_out = renderImagePath + ".tga"
self._temp_file_ini = povPath + ".ini"
'''
self._temp_file_in = "/test.pov"
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# PNG with POV 3.7, can show the background color with alpha. In the long run using the
# POV-Ray interactive preview like bishop 3D could solve the preview for all formats.
self._temp_file_out = "/test.png"
#self._temp_file_out = "/test.tga"
self._temp_file_ini = "/test.ini"
'''
self.update_stats("", "POV-Ray 3.7: " + txt)
write_pov(self._temp_file_in, scene, info_callback)
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def _render(self, scene):
os.remove(self._temp_file_out) # so as not to load the old file
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pov_binary = PovrayRender._locate_binary()
if not pov_binary:
print("POV-Ray 3.7: could not execute povray, possibly POV-Ray isn't installed")
return False
write_pov_ini(scene, self._temp_file_ini, self._temp_file_in, self._temp_file_out)
print ("***-STARTING-***")
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extra_args = []
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if scene.pov.command_line_switches != "":
for newArg in scene.pov.command_line_switches.split(" "):
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extra_args.append(newArg)
self._is_windows = False
self._is_windows = True
if"/EXIT" not in extra_args and not scene.pov.pov_editor:
extra_args.append("/EXIT")
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else:
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# added -d option to prevent render window popup which leads to segfault on linux
extra_args.append("-d")
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# Start Rendering!
try:
self._process = subprocess.Popen([pov_binary, self._temp_file_ini] + extra_args,
stdout=subprocess.PIPE, stderr=subprocess.STDOUT)
except OSError:
# TODO, report api
print("POV-Ray 3.7: could not execute '%s'" % pov_binary)
import traceback
traceback.print_exc()
print ("***-DONE-***")
return False
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else:
print("POV-Ray 3.7 found")
print("Command line arguments passed: " + str(extra_args))
return True
# Now that we have a valid process
def _cleanup(self):
for f in (self._temp_file_in, self._temp_file_ini, self._temp_file_out):
for i in range(5):
try:
os.unlink(f)
break
except OSError:
# Wait a bit before retrying file might be still in use by Blender,
# and Windows does not know how to delete a file in use!
time.sleep(self.DELAY)
for i in unpacked_images:
for c in range(5):
try:
os.unlink(i)
break
except OSError:
# Wait a bit before retrying file might be still in use by Blender,
# and Windows does not know how to delete a file in use!