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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 #****
# <pep8 compliant>
"""Translate complex shaders to exported POV textures."""
import bpy
def write_object_material_interior(material, ob, tab_write):
"""Translate some object level material from Blender UI (VS data level)
to POV interior{} syntax and write it to exported file.
This is called in object_mesh_topology.export_meshes
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"""
# DH - modified some variables to be function local, avoiding RNA write
# this should be checked to see if it is functionally correct
# Commented out: always write IOR to be able to use it for SSS, Fresnel reflections...
# if material and material.transparency_method == 'RAYTRACE':
if material:
# But there can be only one!
if material.pov_subsurface_scattering.use: # SSS IOR get highest priority
tab_write("interior {\n")
tab_write("ior %.6f\n" % material.pov_subsurface_scattering.ior)
# Then the raytrace IOR taken from raytrace transparency properties and used for
# reflections if IOR Mirror option is checked.
elif material.pov.mirror_use_IOR:
tab_write("interior {\n")
tab_write("ior %.6f\n" % material.pov_raytrace_transparency.ior)
elif material.pov.transparency_method == 'Z_TRANSPARENCY':
tab_write("interior {\n")
tab_write("ior 1.0\n")
else:
tab_write("interior {\n")
tab_write("ior %.6f\n" % material.pov_raytrace_transparency.ior)
pov_fake_caustics = False
pov_photons_refraction = False
pov_photons_reflection = False
if material.pov.photons_reflection:
pov_photons_reflection = True
if not material.pov.refraction_caustics:
pov_fake_caustics = False
pov_photons_refraction = False
elif material.pov.refraction_type == "1":
pov_fake_caustics = True
pov_photons_refraction = False
elif material.pov.refraction_type == "2":
pov_fake_caustics = False
pov_photons_refraction = True
# If only Raytrace transparency is set, its IOR will be used for refraction, but user
# can set up 'un-physical' fresnel reflections in raytrace mirror parameters.
# Last, if none of the above is specified, user can set up 'un-physical' fresnel
# reflections in raytrace mirror parameters. And pov IOR defaults to 1.
if material.pov.caustics_enable:
if pov_fake_caustics:
tab_write("caustics %.3g\n" % material.pov.fake_caustics_power)
if pov_photons_refraction:
# Default of 1 means no dispersion
tab_write("dispersion %.6f\n" % material.pov.photons_dispersion)
tab_write("dispersion_samples %.d\n" % material.pov.photons_dispersion_samples)
# TODO
# Other interior args
if material.pov.use_transparency and material.pov.transparency_method == 'RAYTRACE':
# fade_distance
# In Blender this value has always been reversed compared to what tooltip says.
# 100.001 rather than 100 so that it does not get to 0
# which deactivates the feature in POV
tab_write(
"fade_distance %.3g\n" % (100.001 - material.pov_raytrace_transparency.depth_max)
)
# fade_power
tab_write("fade_power %.3g\n" % material.pov_raytrace_transparency.falloff)
# fade_color
tab_write("fade_color <%.3g, %.3g, %.3g>\n" % material.pov.interior_fade_color[:])
# (variable) dispersion_samples (constant count for now)
tab_write("}\n")
if material.pov.photons_reflection or material.pov.refraction_type == "2":
tab_write("photons{")
tab_write("target %.3g\n" % ob.pov.spacing_multiplier)
if not ob.pov.collect_photons:
tab_write("collect off\n")
if pov_photons_refraction:
tab_write("refraction on\n")
if pov_photons_reflection:
tab_write("reflection on\n")
tab_write("}\n")
def write_material(
using_uberpov,
DEF_MAT_NAME,
tab_write,
safety,
comments,
unique_name,
material_names_dictionary,
material
"""Translate Blender material to POV texture{} block and write in exported file."""
# Assumes only called once on each material
if material:
name_orig = material.name
name = material_names_dictionary[name_orig] = unique_name(
bpy.path.clean_name(name_orig), material_names_dictionary
# If saturation(.s) is not zero, then color is not grey, and has a tint
colored_specular_found = (material.pov.specular_color.s > 0.0) and (
material.pov.diffuse_shader != "MINNAERT"
)
else:
name = name_orig = DEF_MAT_NAME
##################
# Several versions of the finish: ref_level_bound conditions are variations for specular/Mirror
# texture channel map with alternative finish of 0 specular and no mirror reflection.
# ref_level_bound=1 Means No specular nor Mirror reflection
# ref_level_bound=2 Means translation of spec and mir levels for when no map influences them
# ref_level_bound=3 Means Maximum Spec and Mirror
"""Translate Blender specular map influence to POV finish map trick and write to file."""
if comments:
tab_write("//--No specular nor Mirror reflection--\n")
tab_write("\n")
tab_write("#declare %s = finish {\n" % safety(name, ref_level_bound=1))
if comments:
tab_write(
"//--translation of spec and mir levels for when no map " "influences them--\n"
)
tab_write("\n")
tab_write("#declare %s = finish {\n" % safety(name, ref_level_bound=2))
if comments:
tab_write("\n")
tab_write("#declare %s = finish {\n" % safety(name, ref_level_bound=3))
if material:
# POV-Ray 3.7 now uses two diffuse values respectively for front and back shading
# (the back diffuse is like blender translucency)
front_diffuse = material.pov.diffuse_intensity
back_diffuse = material.pov.translucency
if material.pov.conserve_energy:
# Total should not go above one
if (front_diffuse + back_diffuse) <= 1.0:
# Try to respect the user's 'intention' by comparing the two values but
# bringing the total back to one.
# Let the highest value stay the highest value.
# clamps the sum below 1
back_diffuse = min(back_diffuse, (1.0 - front_diffuse))
front_diffuse = min(front_diffuse, (1.0 - back_diffuse))
# map hardness between 0.0 and 1.0
roughness = 1.0 - ((material.pov.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.
# ------------------------------ Diffuse Shader ------------------------------ #
# Not used for Full spec (ref_level_bound=3) of the shader.
if material.pov.diffuse_shader == "OREN_NAYAR" and ref_level_bound != 3:
# Blender roughness is what is generally called oren nayar Sigma,
# and brilliance in POV-Ray.
tab_write("brilliance %.3g\n" % (0.9 + material.roughness))
if material.pov.diffuse_shader == "TOON" and ref_level_bound != 3:
tab_write("brilliance %.3g\n" % (0.01 + material.diffuse_toon_smooth * 0.25))
# Lower diffuse and increase specular for toon effect seems to look better
# in POV-Ray.
if material.pov.diffuse_shader == "MINNAERT" and ref_level_bound != 3:
# tab_write("aoi %.3g\n" % material.darkness)
pass # let's keep things simple for now
if material.pov.diffuse_shader == "FRESNEL" and ref_level_bound != 3:
# tab_write("aoi %.3g\n" % material.diffuse_fresnel_factor)
pass # let's keep things simple for now
if material.pov.diffuse_shader == "LAMBERT" and ref_level_bound != 3:
# trying to best match lambert attenuation by that constant brilliance value
# ------------------------------ Specular Shader ------------------------------ #
# No difference between phong and cook torrence in blender HaHa!
if (
material.pov.specular_shader == "COOKTORR"
or material.pov.specular_shader == "PHONG"
):
tab_write("phong %.3g\n" % (material.pov.specular_intensity))
tab_write("phong_size %.3g\n" % (material.pov.specular_hardness / 3.14))
# POV-Ray 'specular' keyword corresponds to a Blinn model, without the ior.
# Use blender Blinn's IOR just as some factor for spec intensity
tab_write(
"specular %.3g\n"
% (material.pov.specular_intensity * (material.pov.specular_ior / 4.0))
)
tab_write("roughness %.3g\n" % roughness)
# Could use brilliance 2(or varying around 2 depending on ior or factor) too.
elif material.pov.specular_shader == "TOON":
tab_write("phong %.3g\n" % (material.pov.specular_intensity * 2.0))
# use extreme phong_size
tab_write("phong_size %.3g\n" % (0.1 + material.pov.specular_toon_smooth / 2.0))
# find best suited default constant for brilliance Use both phong and
# specular for some values.
tab_write(
"specular %.3g\n"
% (material.pov.specular_intensity / (material.pov.specular_slope + 0.0005))
)
# find best suited default constant for brilliance Use both phong and
# specular for some values.
tab_write("roughness %.4g\n" % (0.0005 + material.pov.specular_slope / 10.0))
# find best suited default constant for brilliance Use both phong and
# specular for some values.
tab_write("brilliance %.4g\n" % (1.8 - material.pov.specular_slope * 1.8))
# -------------------------------------------------------------------------------- #
elif ref_level_bound == 1:
if (
material.pov.specular_shader == "COOKTORR"
or material.pov.specular_shader == "PHONG"
):
tab_write("phong 0\n") #%.3g\n" % (material.pov.specular_intensity/5))
tab_write("phong_size %.3g\n" % (material.pov.specular_hardness / 3.14))
# POV-Ray 'specular' keyword corresponds to a Blinn model, without the ior.
# Use blender Blinn's IOR just as some factor for spec intensity
tab_write(
"specular %.3g\n"
% (material.pov.specular_intensity * (material.pov.specular_ior / 4.0))
)
tab_write("roughness %.3g\n" % roughness)
# Could use brilliance 2(or varying around 2 depending on ior or factor) too.
elif material.pov.specular_shader == "TOON":
tab_write("phong %.3g\n" % (material.pov.specular_intensity * 2.0))
tab_write("phong_size %.3g\n" % (0.1 + material.pov.specular_toon_smooth / 2.0))
# find best suited default constant for brilliance Use both phong and
# specular for some values.
tab_write(
"specular %.3g\n"
% (material.pov.specular_intensity / (material.pov.specular_slope + 0.0005))
)
# find best suited default constant for brilliance Use both phong and
# specular for some values.
tab_write("roughness %.4g\n" % (0.0005 + material.pov.specular_slope / 10.0))
# find best suited default constant for brilliance Use both phong and
# specular for some values.
tab_write("brilliance %.4g\n" % (1.8 - material.pov.specular_slope * 1.8))
elif ref_level_bound == 3:
# Spec must be Max at ref_level_bound 3 so that white of mixing texture always shows specularity
# That's why it's multiplied by 255. maybe replace by texture's brightest pixel value?
tab_write(
"specular %.3g\n"
% (
(material.pov.specular_intensity * material.pov.specular_color.v)
* (255 * slot.specular_factor)
)
)
tab_write("roughness %.3g\n" % (1 / material.pov.specular_hardness))
tab_write("diffuse %.3g %.3g\n" % (front_diffuse, back_diffuse))
tab_write("ambient %.3g\n" % material.pov.ambient)
# POV-Ray blends the global value
# tab_write("ambient rgb <%.3g, %.3g, %.3g>\n" % \
# tuple([c*material.pov.ambient for c in world.ambient_color]))
tab_write("emission %.3g\n" % material.pov.emit) # New in POV-Ray 3.7
# POV-Ray just ignores roughness if there's no specular keyword
# tab_write("roughness %.3g\n" % roughness)
if material.pov.conserve_energy:
# added for more realistic shading. Needs some checking to see if it
# really works. --Maurice.
if colored_specular_found:
tab_write("metallic\n")
# 'phong 70.0 '
if material.pov_raytrace_mirror.use:
raytrace_mirror = material.pov_raytrace_mirror
if raytrace_mirror.reflect_factor:
tab_write("reflection {\n")
tab_write("rgb <%.3g, %.3g, %.3g>\n" % material.pov.mirror_color[:])
if material.pov.mirror_metallic:
tab_write("metallic %.3g\n" % (raytrace_mirror.reflect_factor))
# Blurry reflections for UberPOV
if using_uberpov and raytrace_mirror.gloss_factor < 1.0:
# tab_write("#ifdef(unofficial) #if(unofficial = \"patch\") #if(patch(\"upov-reflection-roughness\") > 0)\n")
tab_write(
"roughness %.6f\n" % (0.000001 / raytrace_mirror.gloss_factor)
)
# tab_write("#end #end #end\n") # This and previous comment for backward compatibility, messier pov code
if material.pov.mirror_use_IOR: # WORKING ?
# Removed from the line below: gives a more physically correct
# material but needs proper IOR. --Maurice
tab_write("fresnel 1 ")
tab_write(
"falloff %.3g exponent %.3g} "
% (raytrace_mirror.fresnel, raytrace_mirror.fresnel_factor)
)
if material.pov_subsurface_scattering.use:
subsurface_scattering = material.pov_subsurface_scattering
tab_write(
"subsurface { translucency <%.3g, %.3g, %.3g> }\n"
% (
(subsurface_scattering.radius[0]),
(subsurface_scattering.radius[1]),
(subsurface_scattering.radius[2]),
)
)
if material.pov.irid_enable:
tab_write(
"irid { %.4g thickness %.4g turbulence %.4g }"
% (
material.pov.irid_amount,
material.pov.irid_thickness,
material.pov.irid_turbulence,
)
)
tab_write("diffuse 0.8\n")
tab_write("phong 70.0\n")
# This is written into the object
if material and material.pov.transparency_method=='RAYTRACE':
'interior { ior %.3g} ' % material.raytrace_transparency.ior
# tab_write("crand 1.0\n") # Sand granyness
# tab_write("metallic %.6f\n" % material.spec)
# tab_write("phong %.6f\n" % material.spec)
# tab_write("phong_size %.6f\n" % material.spec)
# tab_write("brilliance %.6f " % (material.pov.specular_hardness/256.0) # Like hardness
# ref_level_bound=2 Means translation of spec and mir levels for when no map influences them
pov_has_no_specular_maps(ref_level_bound=2)
if material:
special_texture_found = False
for t in material.pov_texture_slots:
slot = material.pov_texture_slots[tmpidx] # [index]
povtex = slot.texture # slot.name
if (tex.type == "IMAGE" and tex.image) or tex.type != "IMAGE":
# validPath
if (
t
and t.use
and (
t.use_map_specular
or t.use_map_raymir
or t.use_map_normal
or t.use_map_alpha
)
):
special_texture_found = True
continue # Some texture found
if special_texture_found or colored_specular_found:
# ref_level_bound=1 Means No specular nor Mirror reflection
pov_has_no_specular_maps(ref_level_bound=1)
# ref_level_bound=3 Means Maximum Spec and Mirror
pov_has_no_specular_maps(ref_level_bound=3)
"""Translate Blender procedural textures to POV patterns and write to pov file.
Function Patterns can be used to better access sub components of a pattern like
grey values for influence mapping
"""
tex = texture
pat_name = "PAT_%s" % string_strip_hyphen(bpy.path.clean_name(tex.name))
mapping_dif = "translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>" % (
pat.tex_mov_x,
pat.tex_mov_y,
pat.tex_mov_z,
1.0 / pat.tex_scale_x,
1.0 / pat.tex_scale_y,
1.0 / pat.tex_scale_z,
)
text_strg = ""
def export_color_ramp(texture):
tex = texture
col_ramp_strg = "color_map {\n"
num_color = 0
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col = el.color
col_r, col_g, col_b, col_a = col[0], col[1], col[2], 1 - col[3]
if pat.tex_pattern_type not in {"checker", "hexagon", "square", "triangular", "brick"}:
col_ramp_strg += "[%.4g color rgbf<%.4g,%.4g,%.4g,%.4g>] \n" % (
pos,
col_r,
col_g,
col_b,
col_a,
)
if pat.tex_pattern_type in {"brick", "checker"} and num_color < 3:
col_ramp_strg += "color rgbf<%.4g,%.4g,%.4g,%.4g> \n" % (col_r, col_g, col_b, col_a)
if pat.tex_pattern_type == "hexagon" and num_color < 4:
col_ramp_strg += "color rgbf<%.4g,%.4g,%.4g,%.4g> \n" % (col_r, col_g, col_b, col_a)
if pat.tex_pattern_type == "square" and num_color < 5:
col_ramp_strg += "color rgbf<%.4g,%.4g,%.4g,%.4g> \n" % (col_r, col_g, col_b, col_a)
if pat.tex_pattern_type == "triangular" and num_color < 7:
col_ramp_strg += "color rgbf<%.4g,%.4g,%.4g,%.4g> \n" % (col_r, col_g, col_b, col_a)
col_ramp_strg += "} \n"
# end color map
return col_ramp_strg
# much work to be done here only defaults translated for now:
# pov noise_generator 3 means perlin noise
if tex.type not in {"NONE", "IMAGE"} and pat.tex_pattern_type == "emulator":
text_strg += "pigment {\n"
# ------------------------- EMULATE BLENDER VORONOI TEXTURE ------------------------- #
if tex.type == "VORONOI":
text_strg += "crackle\n"
text_strg += " offset %.4g\n" % tex.nabla
text_strg += " form <%.4g,%.4g,%.4g>\n" % (tex.weight_1, tex.weight_2, tex.weight_3)
if tex.distance_metric == "DISTANCE":
text_strg += " metric 2.5\n"
if tex.distance_metric == "DISTANCE_SQUARED":
text_strg += " metric 2.5\n"
text_strg += " poly_wave 2\n"
if tex.distance_metric == "MINKOVSKY":
text_strg += " metric %s\n" % tex.minkovsky_exponent
if tex.distance_metric == "MINKOVSKY_FOUR":
text_strg += " metric 4\n"
if tex.distance_metric == "MINKOVSKY_HALF":
text_strg += " metric 0.5\n"
if tex.distance_metric == "CHEBYCHEV":
text_strg += " metric 10\n"
if tex.distance_metric == "MANHATTAN":
text_strg += " metric 1\n"
if tex.color_mode == "POSITION":
text_strg += "solid\n"
text_strg += "scale 0.25\n"
if tex.use_color_ramp:
text_strg += export_color_ramp(tex)
text_strg += "color_map {\n"
text_strg += "[0 color rgbt<0,0,0,1>]\n"
text_strg += "[1 color rgbt<1,1,1,0>]\n"
text_strg += "}\n"
# ------------------------- EMULATE BLENDER CLOUDS TEXTURE ------------------------- #
if tex.type == "CLOUDS":
if tex.noise_type == "SOFT_NOISE":
text_strg += "wrinkles\n"
text_strg += "scale 0.25\n"
text_strg += "granite\n"
if tex.use_color_ramp:
text_strg += export_color_ramp(tex)
text_strg += "color_map {\n"
text_strg += "[0 color rgbt<0,0,0,1>]\n"
text_strg += "[1 color rgbt<1,1,1,0>]\n"
text_strg += "}\n"
# ------------------------- EMULATE BLENDER WOOD TEXTURE ------------------------- #
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if tex.type == "WOOD":
if tex.wood_type == "RINGS":
text_strg += "wood\n"
text_strg += "scale 0.25\n"
if tex.wood_type == "RINGNOISE":
text_strg += "wood\n"
text_strg += "scale 0.25\n"
text_strg += "turbulence %.4g\n" % (tex.turbulence / 100)
if tex.wood_type == "BANDS":
text_strg += "marble\n"
text_strg += "scale 0.25\n"
text_strg += "rotate <45,-45,45>\n"
if tex.wood_type == "BANDNOISE":
text_strg += "marble\n"
text_strg += "scale 0.25\n"
text_strg += "rotate <45,-45,45>\n"
text_strg += "turbulence %.4g\n" % (tex.turbulence / 10)
if tex.noise_basis_2 == "SIN":
text_strg += "sine_wave\n"
if tex.noise_basis_2 == "TRI":
text_strg += "triangle_wave\n"
if tex.noise_basis_2 == "SAW":
text_strg += "ramp_wave\n"
if tex.use_color_ramp:
text_strg += export_color_ramp(tex)
text_strg += "color_map {\n"
text_strg += "[0 color rgbt<0,0,0,0>]\n"
text_strg += "[1 color rgbt<1,1,1,0>]\n"
text_strg += "}\n"
# ------------------------- EMULATE BLENDER STUCCI TEXTURE ------------------------- #
if tex.type == "STUCCI":
text_strg += "bozo\n"
text_strg += "scale 0.25\n"
if tex.noise_type == "HARD_NOISE":
text_strg += "triangle_wave\n"
if tex.use_color_ramp:
text_strg += export_color_ramp(tex)
text_strg += "color_map {\n"
text_strg += "[0 color rgbf<1,1,1,0>]\n"
text_strg += "[1 color rgbt<0,0,0,1>]\n"
text_strg += "}\n"
if tex.use_color_ramp:
text_strg += export_color_ramp(tex)
text_strg += "color_map {\n"
text_strg += "[0 color rgbf<0,0,0,1>]\n"
text_strg += "[1 color rgbt<1,1,1,0>]\n"
text_strg += "}\n"
# ------------------------- EMULATE BLENDER MAGIC TEXTURE ------------------------- #
if tex.type == "MAGIC":
text_strg += "leopard\n"
if tex.use_color_ramp:
text_strg += export_color_ramp(tex)
text_strg += "color_map {\n"
text_strg += "[0 color rgbt<1,1,1,0.5>]\n"
text_strg += "[0.25 color rgbf<0,1,0,0.75>]\n"
text_strg += "[0.5 color rgbf<0,0,1,0.75>]\n"
text_strg += "[0.75 color rgbf<1,0,1,0.75>]\n"
text_strg += "[1 color rgbf<0,1,0,0.75>]\n"
text_strg += "}\n"
text_strg += "scale 0.1\n"
# ------------------------- EMULATE BLENDER MARBLE TEXTURE ------------------------- #
if tex.type == "MARBLE":
text_strg += "marble\n"
text_strg += "turbulence 0.5\n"
text_strg += "noise_generator 3\n"
text_strg += "scale 0.75\n"
text_strg += "rotate <45,-45,45>\n"
if tex.use_color_ramp:
text_strg += export_color_ramp(tex)
if tex.marble_type == "SOFT":
text_strg += "color_map {\n"
text_strg += "[0 color rgbt<0,0,0,0>]\n"
text_strg += "[0.05 color rgbt<0,0,0,0>]\n"
text_strg += "[1 color rgbt<0.9,0.9,0.9,0>]\n"
text_strg += "}\n"
elif tex.marble_type == "SHARP":
text_strg += "color_map {\n"
text_strg += "[0 color rgbt<0,0,0,0>]\n"
text_strg += "[0.025 color rgbt<0,0,0,0>]\n"
text_strg += "[1 color rgbt<0.9,0.9,0.9,0>]\n"
text_strg += "}\n"
text_strg += "[0 color rgbt<0,0,0,0>]\n"
text_strg += "[1 color rgbt<1,1,1,0>]\n"
text_strg += "}\n"
if tex.noise_basis_2 == "SIN":
text_strg += "sine_wave\n"
if tex.noise_basis_2 == "TRI":
text_strg += "triangle_wave\n"
if tex.noise_basis_2 == "SAW":
text_strg += "ramp_wave\n"
# ------------------------- EMULATE BLENDER BLEND TEXTURE ------------------------- #
if tex.type == "BLEND":
if tex.progression == "RADIAL":
text_strg += "radial\n"
if tex.use_flip_axis == "HORIZONTAL":
text_strg += "rotate x*90\n"
text_strg += "rotate <-90,0,90>\n"
text_strg += "ramp_wave\n"
elif tex.progression == "SPHERICAL":
text_strg += "spherical\n"
text_strg += "scale 3\n"
text_strg += "poly_wave 1\n"
elif tex.progression == "QUADRATIC_SPHERE":
text_strg += "spherical\n"
text_strg += "scale 3\n"
text_strg += " poly_wave 2\n"
elif tex.progression == "DIAGONAL":
text_strg += "gradient <1,1,0>\n"
text_strg += "scale 3\n"
elif tex.use_flip_axis == "HORIZONTAL":
text_strg += "gradient x\n"
text_strg += "scale 2.01\n"
elif tex.use_flip_axis == "VERTICAL":
text_strg += "gradient y\n"
text_strg += "scale 2.01\n"
# text_strg+="ramp_wave\n"
# text_strg+="frequency 0.5\n"
text_strg += "phase 0.5\n"
if tex.use_color_ramp:
text_strg += export_color_ramp(tex)
text_strg += "color_map {\n"
text_strg += "[0 color rgbt<1,1,1,0>]\n"
text_strg += "[1 color rgbf<0,0,0,1>]\n"
text_strg += "}\n"
if tex.progression == "LINEAR":
text_strg += " poly_wave 1\n"
if tex.progression == "QUADRATIC":
text_strg += " poly_wave 2\n"
if tex.progression == "EASING":
text_strg += " poly_wave 1.5\n"
# ------------------------- EMULATE BLENDER MUSGRAVE TEXTURE ------------------------- #
# text_strg+="function{ f_ridged_mf( x, y, 0, 1, 2, 9, -0.5, 3,3 )*0.5}\n"
# text_strg+="color_map {\n"
# text_strg+="[0 color rgbf<0,0,0,1>]\n"
# text_strg+="[1 color rgbf<1,1,1,0>]\n"
# text_strg+="}\n"
if tex.type == "MUSGRAVE":
text_strg += "bozo scale 0.25 \n"
if tex.use_color_ramp:
text_strg += export_color_ramp(tex)
text_strg += (
"color_map {[0.5 color rgbf<0,0,0,1>][1 color rgbt<1,1,1,0>]}ramp_wave \n"
)
# ------------------------- EMULATE BLENDER DISTORTED NOISE TEXTURE ------------------------- #
if tex.type == "DISTORTED_NOISE":
text_strg += "average\n"
text_strg += " pigment_map {\n"
text_strg += " [1 bozo scale 0.25 turbulence %.4g\n" % tex.distortion
if tex.use_color_ramp:
text_strg += export_color_ramp(tex)
text_strg += "color_map {\n"
text_strg += "[0 color rgbt<1,1,1,0>]\n"
text_strg += "[1 color rgbf<0,0,0,1>]\n"
text_strg += "}\n"
text_strg += "]\n"
if tex.noise_distortion == "CELL_NOISE":
text_strg += " [1 cells scale 0.1\n"
if tex.use_color_ramp:
text_strg += export_color_ramp(tex)
text_strg += "color_map {\n"
text_strg += "[0 color rgbt<1,1,1,0>]\n"
text_strg += "[1 color rgbf<0,0,0,1>]\n"
text_strg += "}\n"
text_strg += "]\n"
if tex.noise_distortion == "VORONOI_CRACKLE":
text_strg += " [1 crackle scale 0.25\n"
if tex.use_color_ramp:
text_strg += export_color_ramp(tex)
text_strg += "color_map {\n"
text_strg += "[0 color rgbt<1,1,1,0>]\n"
text_strg += "[1 color rgbf<0,0,0,1>]\n"
text_strg += "}\n"
text_strg += "]\n"
if tex.noise_distortion in [
"VORONOI_F1",
"VORONOI_F2",
"VORONOI_F3",
"VORONOI_F4",
"VORONOI_F2_F1",
]:
text_strg += " [1 crackle metric 2.5 scale 0.25 turbulence %.4g\n" % (
tex.distortion / 2
)
if tex.use_color_ramp:
text_strg += export_color_ramp(tex)
text_strg += "color_map {\n"
text_strg += "[0 color rgbt<1,1,1,0>]\n"
text_strg += "[1 color rgbf<0,0,0,1>]\n"
text_strg += "}\n"
text_strg += "]\n"
text_strg += " [1 wrinkles scale 0.25\n"
if tex.use_color_ramp:
text_strg += export_color_ramp(tex)
text_strg += "color_map {\n"
text_strg += "[0 color rgbt<1,1,1,0>]\n"
text_strg += "[1 color rgbf<0,0,0,1>]\n"
text_strg += "}\n"
text_strg += "]\n"
text_strg += " }\n"
# ------------------------- EMULATE BLENDER NOISE TEXTURE ------------------------- #
if tex.type == "NOISE":
text_strg += "cells\n"
text_strg += "turbulence 3\n"
text_strg += "omega 3\n"
if tex.use_color_ramp:
text_strg += export_color_ramp(tex)
text_strg += "color_map {\n"
text_strg += "[0.75 color rgb<0,0,0,>]\n"
text_strg += "[1 color rgb<1,1,1,>]\n"
text_strg += "}\n"
# ------------------------- IGNORE OTHER BLENDER TEXTURE ------------------------- #
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text_strg += "}\n\n"
text_strg += "#declare f%s=\n" % pat_name
text_strg += "function{pigment{%s}}\n" % pat_name
text_strg += "\n"
elif pat.tex_pattern_type != "emulator":
text_strg += "pigment {\n"
text_strg += "%s\n" % pat.tex_pattern_type
if pat.tex_pattern_type == "agate":
text_strg += "agate_turb %.4g\n" % pat.modifier_turbulence
if pat.tex_pattern_type in {"spiral1", "spiral2", "tiling"}:
text_strg += "%s\n" % pat.modifier_numbers
if pat.tex_pattern_type == "quilted":
text_strg += "control0 %s control1 %s\n" % (
pat.modifier_control0,
pat.modifier_control1,
)
if pat.tex_pattern_type == "mandel":
text_strg += "%s exponent %s \n" % (pat.f_iter, pat.f_exponent)
if pat.tex_pattern_type == "julia":
text_strg += "<%.4g, %.4g> %s exponent %s \n" % (
pat.julia_complex_1,
pat.julia_complex_2,
pat.f_iter,
pat.f_exponent,
)
if pat.tex_pattern_type == "magnet" and pat.magnet_style == "mandel":
text_strg += "%s mandel %s \n" % (pat.magnet_type, pat.f_iter)
if pat.tex_pattern_type == "magnet" and pat.magnet_style == "julia":
text_strg += "%s julia <%.4g, %.4g> %s\n" % (
pat.magnet_type,
pat.julia_complex_1,
pat.julia_complex_2,
pat.f_iter,
)
if pat.tex_pattern_type in {"mandel", "julia", "magnet"}:
text_strg += "interior %s, %.4g\n" % (pat.f_ior, pat.f_ior_fac)
text_strg += "exterior %s, %.4g\n" % (pat.f_eor, pat.f_eor_fac)
if pat.tex_pattern_type == "gradient":
text_strg += "<%s, %s, %s> \n" % (
pat.grad_orient_x,
pat.grad_orient_y,
pat.grad_orient_z,
)
if pat.tex_pattern_type == "pavement":
num_tiles = pat.pave_tiles
num_pattern = 1
if pat.pave_sides == "4" and pat.pave_tiles == 3:
num_pattern = pat.pave_pat_2
if pat.pave_sides == "6" and pat.pave_tiles == 3:
num_pattern = pat.pave_pat_3
if pat.pave_sides == "3" and pat.pave_tiles == 4:
num_pattern = pat.pave_pat_3
if pat.pave_sides == "3" and pat.pave_tiles == 5:
num_pattern = pat.pave_pat_4
if pat.pave_sides == "4" and pat.pave_tiles == 4:
num_pattern = pat.pave_pat_5
if pat.pave_sides == "6" and pat.pave_tiles == 4:
num_pattern = pat.pave_pat_7
if pat.pave_sides == "4" and pat.pave_tiles == 5:
num_pattern = pat.pave_pat_12
if pat.pave_sides == "3" and pat.pave_tiles == 6:
num_pattern = pat.pave_pat_12
if pat.pave_sides == "6" and pat.pave_tiles == 5:
num_pattern = pat.pave_pat_22
if pat.pave_sides == "4" and pat.pave_tiles == 6:
num_pattern = pat.pave_pat_35
if pat.pave_sides == "6" and pat.pave_tiles == 6:
num_tiles = 5
text_strg += "number_of_sides %s number_of_tiles %s pattern %s form %s \n" % (
pat.pave_sides,
num_tiles,
num_pattern,
pat.pave_form,
)
# ------------------------- functions ------------------------- #
if pat.tex_pattern_type == "function":
text_strg += "{ %s" % pat.func_list
text_strg += "(x"
if pat.func_plus_x == "increase":
text_strg += "*"
if pat.func_plus_x == "plus":
text_strg += "+"
text_strg += "%.4g" % pat.func_x
text_strg += ",y"
if pat.func_plus_y == "increase":
text_strg += "*"
if pat.func_plus_y == "plus":
text_strg += "+"
text_strg += "%.4g" % pat.func_y
text_strg += ",z"
if pat.func_plus_z == "increase":
text_strg += "*"
if pat.func_plus_z == "plus":
text_strg += "+"
text_strg += "%.4g" % pat.func_z
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if pat.func_list in {
"f_comma",
"f_crossed_trough",
"f_cubic_saddle",
"f_cushion",
"f_devils_curve",
"f_enneper",
"f_glob",
"f_heart",
"f_hex_x",
"f_hex_y",
"f_hunt_surface",
"f_klein_bottle",
"f_kummer_surface_v1",
"f_lemniscate_of_gerono",
"f_mitre",
"f_nodal_cubic",
"f_noise_generator",
"f_odd",
"f_paraboloid",
"f_pillow",
"f_piriform",
"f_quantum",
"f_quartic_paraboloid",
"f_quartic_saddle",
"f_sphere",
"f_steiners_roman",
"f_torus_gumdrop",
"f_umbrella",
}:
if pat.func_list in {
"f_bicorn",
"f_bifolia",
"f_boy_surface",
"f_superellipsoid",
"f_torus",
}:
if pat.func_list in {
"f_ellipsoid",
"f_folium_surface",
"f_hyperbolic_torus",
"f_kampyle_of_eudoxus",
"f_parabolic_torus",
"f_quartic_cylinder",
"f_torus2",
}:
if pat.func_list in {
"f_blob2",
"f_cross_ellipsoids",
"f_flange_cover",
"f_isect_ellipsoids",
"f_kummer_surface_v2",
"f_ovals_of_cassini",
"f_rounded_box",
"f_spikes_2d",
"f_strophoid",
}:
if pat.func_list in {
"f_algbr_cyl1",
"f_algbr_cyl2",
"f_algbr_cyl3",
"f_algbr_cyl4",
"f_blob",
"f_mesh1",
"f_poly4",
"f_spikes",
}:
if pat.func_list in {
"f_devils_curve_2d",
"f_dupin_cyclid",
"f_folium_surface_2d",
"f_hetero_mf",
"f_kampyle_of_eudoxus_2d",
"f_lemniscate_of_gerono_2d",
"f_polytubes",
"f_ridge",
"f_ridged_mf",
"f_spiral",
"f_witch_of_agnesi",
}:
if pat.func_list in {"f_helix1", "f_helix2", "f_piriform_2d", "f_strophoid_2d"}:
sort = 6
if pat.func_list == "f_helical_torus":
sort = 7
if sort > -1:
text_strg += ",%.4g" % pat.func_P7
text_strg += ",%.4g" % pat.func_P8
text_strg += ",%.4g" % pat.func_P9
text_strg += ")}\n"
# ------------------------- end functions ------------------------- #
if pat.tex_pattern_type not in {"checker", "hexagon", "square", "triangular", "brick"}:
text_strg += "color_map {\n"
num_color = 0
if tex.use_color_ramp:
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col = el.color
col_r, col_g, col_b, col_a = col[0], col[1], col[2], 1 - col[3]
if pat.tex_pattern_type not in {
"checker",
"hexagon",
"square",
"triangular",
"brick",
}:
text_strg += "[%.4g color rgbf<%.4g,%.4g,%.4g,%.4g>] \n" % (
pos,
col_r,
col_g,
col_b,
col_a,
)
if pat.tex_pattern_type in {"brick", "checker"} and num_color < 3:
text_strg += "color rgbf<%.4g,%.4g,%.4g,%.4g> \n" % (col_r, col_g, col_b, col_a)
if pat.tex_pattern_type == "hexagon" and num_color < 4:
text_strg += "color rgbf<%.4g,%.4g,%.4g,%.4g> \n" % (col_r, col_g, col_b, col_a)
if pat.tex_pattern_type == "square" and num_color < 5:
text_strg += "color rgbf<%.4g,%.4g,%.4g,%.4g> \n" % (col_r, col_g, col_b, col_a)
if pat.tex_pattern_type == "triangular" and num_color < 7:
text_strg += "color rgbf<%.4g,%.4g,%.4g,%.4g> \n" % (col_r, col_g, col_b, col_a)
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text_strg += "[0 color rgbf<0,0,0,1>]\n"
text_strg += "[1 color rgbf<1,1,1,0>]\n"
if pat.tex_pattern_type not in {"checker", "hexagon", "square", "triangular", "brick"}:
text_strg += "} \n"
if pat.tex_pattern_type == "brick":
text_strg += "brick_size <%.4g, %.4g, %.4g> mortar %.4g \n" % (
pat.brick_size_x,
pat.brick_size_y,
pat.brick_size_z,
pat.brick_mortar,
)
text_strg += "%s \n" % mapping_dif
text_strg += "rotate <%.4g,%.4g,%.4g> \n" % (pat.tex_rot_x, pat.tex_rot_y, pat.tex_rot_z)
text_strg += "turbulence <%.4g,%.4g,%.4g> \n" % (
pat.warp_turbulence_x,
pat.warp_turbulence_y,
pat.warp_turbulence_z,
)
text_strg += "octaves %s \n" % pat.modifier_octaves
text_strg += "lambda %.4g \n" % pat.modifier_lambda
text_strg += "omega %.4g \n" % pat.modifier_omega
text_strg += "frequency %.4g \n" % pat.modifier_frequency
text_strg += "phase %.4g \n" % pat.modifier_phase
text_strg += "}\n\n"
text_strg += "#declare f%s=\n" % pat_name
text_strg += "function{pigment{%s}}\n" % pat_name
text_strg += "\n"
return text_strg
def string_strip_hyphen(name):
"""POV naming schemes like to conform to most restrictive charsets."""
# WARNING!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
def write_nodes(scene, pov_mat_name, ntree, file):
"""Translate Blender node trees to pov and write them to file."""
# such function local inlined import are official guidelines
# of Blender Foundation to lighten addons footprint at startup
from os import path
declare_nodes = []
scene = bpy.context.scene
pov_node_name = string_strip_hyphen(bpy.path.clean_name(node.name)) + "_%s" % pov_mat_name
if node.bl_idname == "PovrayFinishNode" and node.outputs["Finish"].is_linked:
file.write("#declare %s = finish {\n" % pov_node_name)
emission = node.inputs["Emission"].default_value
if node.inputs["Emission"].is_linked:
pass
for link in ntree.links:
if link.to_node == node:
if link.from_node.bl_idname == "PovrayDiffuseNode":
intensity = 0
albedo = ""
brilliance = 0
crand = 0
if link.from_node.inputs["Intensity"].is_linked:
pass
else:
intensity = link.from_node.inputs["Intensity"].default_value
if link.from_node.inputs["Albedo"].is_linked:
pass
else:
if link.from_node.inputs["Albedo"].default_value:
file.write(" diffuse %s %.4g\n" % (albedo, intensity))
if link.from_node.inputs["Brilliance"].is_linked:
pass
else:
brilliance = link.from_node.inputs["Brilliance"].default_value
file.write(" brilliance %.4g\n" % brilliance)
if link.from_node.inputs["Crand"].is_linked:
pass
else:
crand = link.from_node.inputs["Crand"].default_value
if link.from_node.bl_idname == "PovraySubsurfaceNode":
if scene.povray.sslt_enable:
energy = 0
r = g = b = 0
if link.from_node.inputs["Translucency"].is_linked:
pass
else:
r, g, b, a = link.from_node.inputs["Translucency"].default_value[:]
if link.from_node.inputs["Energy"].is_linked:
pass
else:
energy = link.from_node.inputs["Energy"].default_value
file.write(
" subsurface { translucency <%.4g,%.4g,%.4g>*%s }\n"
% (r, g, b, energy)
)
if link.from_node.bl_idname in {"PovraySpecularNode", "PovrayPhongNode"}:
intensity = 0
albedo = ""
roughness = 0
metallic = 0
phong_size = 0
highlight = "specular"
if link.from_node.inputs["Intensity"].is_linked:
pass
else:
intensity = link.from_node.inputs["Intensity"].default_value
if link.from_node.inputs["Albedo"].is_linked:
pass
else:
if link.from_node.inputs["Albedo"].default_value:
if link.from_node.bl_idname in {"PovrayPhongNode"}:
highlight = "phong"
file.write(" %s %s %.4g\n" % (highlight, albedo, intensity))
if link.from_node.bl_idname in {"PovraySpecularNode"}:
if link.from_node.inputs["Roughness"].is_linked:
pass
else:
roughness = link.from_node.inputs["Roughness"].default_value
file.write(" roughness %.6g\n" % roughness)
if link.from_node.bl_idname in {"PovrayPhongNode"}:
if link.from_node.inputs["Size"].is_linked:
pass
else:
phong_size = link.from_node.inputs["Size"].default_value
file.write(" phong_size %s\n" % phong_size)
if link.from_node.inputs["Metallic"].is_linked:
pass
else:
metallic = link.from_node.inputs["Metallic"].default_value
file.write(" metallic %.4g\n" % metallic)
if link.from_node.bl_idname in {"PovrayMirrorNode"}:
file.write(" reflection {\n")
color = None
exponent = 0
metallic = 0
falloff = 0
fresnel = ""
conserve = ""
if link.from_node.inputs["Color"].is_linked:
pass
else:
color = link.from_node.inputs["Color"].default_value[:]
file.write(" <%.4g,%.4g,%.4g>\n" % color)
if link.from_node.inputs["Exponent"].is_linked:
pass
else:
exponent = link.from_node.inputs["Exponent"].default_value
file.write(" exponent %.4g\n" % exponent)
if link.from_node.inputs["Falloff"].is_linked:
pass
else:
falloff = link.from_node.inputs["Falloff"].default_value
file.write(" falloff %.4g\n" % falloff)
if link.from_node.inputs["Metallic"].is_linked:
pass
else:
metallic = link.from_node.inputs["Metallic"].default_value
file.write(" metallic %.4g" % metallic)
if link.from_node.inputs["Fresnel"].is_linked:
pass
else:
if link.from_node.inputs["Fresnel"].default_value:
fresnel = "fresnel"
if link.from_node.inputs["Conserve energy"].is_linked:
pass
else:
if link.from_node.inputs["Conserve energy"].default_value:
conserve = "conserve_energy"
if link.from_node.bl_idname == "PovrayAmbientNode":
ambient = (0, 0, 0)
if link.from_node.inputs["Ambient"].is_linked:
pass
else:
ambient = link.from_node.inputs["Ambient"].default_value[:]
file.write(" ambient <%.4g,%.4g,%.4g>\n" % ambient)
if link.from_node.bl_idname in {"PovrayIridescenceNode"}:
file.write(" irid {\n")
amount = 0
thickness = 0
turbulence = 0
if link.from_node.inputs["Amount"].is_linked:
pass
else:
amount = link.from_node.inputs["Amount"].default_value
file.write(" %.4g\n" % amount)
if link.from_node.inputs["Thickness"].is_linked:
pass
else:
exponent = link.from_node.inputs["Thickness"].default_value
file.write(" thickness %.4g\n" % thickness)
if link.from_node.inputs["Turbulence"].is_linked:
pass
else:
falloff = link.from_node.inputs["Turbulence"].default_value
file.write(" turbulence %.4g}\n" % turbulence)
pov_node_name = string_strip_hyphen(bpy.path.clean_name(node.name)) + "_%s" % pov_mat_name
if node.bl_idname == "PovrayTransformNode" and node.outputs["Transform"].is_linked:
tx = node.inputs["Translate x"].default_value
ty = node.inputs["Translate y"].default_value
tz = node.inputs["Translate z"].default_value
rx = node.inputs["Rotate x"].default_value
ry = node.inputs["Rotate y"].default_value
rz = node.inputs["Rotate z"].default_value
sx = node.inputs["Scale x"].default_value
sy = node.inputs["Scale y"].default_value
sz = node.inputs["Scale z"].default_value
file.write(
"#declare %s = transform {\n"
" translate<%.4g,%.4g,%.4g>\n"
" rotate<%.4g,%.4g,%.4g>\n"
" scale<%.4g,%.4g,%.4g>}\n" % (pov_node_name, tx, ty, tz, rx, ry, rz, sx, sy, sz)
)
pov_node_name = string_strip_hyphen(bpy.path.clean_name(node.name)) + "_%s" % pov_mat_name
if node.bl_idname == "PovrayColorImageNode" and node.outputs["Pigment"].is_linked:
file.write("#declare %s = pigment { color rgb 0.8}\n" % (pov_node_name))
im = bpy.data.images[node.image]
if im.filepath and path.exists(bpy.path.abspath(im.filepath)): # (os.path)
transform = ""
for link in ntree.links:
if (
link.from_node.bl_idname == "PovrayTransformNode"
and link.to_node == node
):
pov_trans_name = (
string_strip_hyphen(bpy.path.clean_name(link.from_node.name))
+ "_%s" % pov_mat_name
)
transform = "transform {%s}" % pov_trans_name
uv = ""
if node.map_type == "uv_mapping":
uv = "uv_mapping"
filepath = bpy.path.abspath(im.filepath)
file.write("#declare %s = pigment {%s image_map {\n" % (pov_node_name, uv))
premul = "off"
once = "once"
file.write(
' "%s"\n gamma %.6g\n premultiplied %s\n'
% (filepath, node.inputs["Gamma"].default_value, premul)
)
file.write(" %s\n" % once)
if node.map_type != "uv_mapping":
file.write(" map_type %s\n" % (node.map_type))
file.write(
" interpolate %s\n filter all %.4g\n transmit all %.4g\n"
% (
node.interpolate,
node.inputs["Filter"].default_value,
node.inputs["Transmit"].default_value,
)
)
file.write(" }\n")
file.write(" %s\n" % transform)
file.write(" }\n")
pov_node_name = string_strip_hyphen(bpy.path.clean_name(node.name)) + "_%s" % pov_mat_name
if node.bl_idname == "PovrayImagePatternNode" and node.outputs["Pattern"].is_linked:
im = bpy.data.images[node.image]
if im.filepath and path.exists(bpy.path.abspath(im.filepath)):
transform = ""
for link in ntree.links:
if (
link.from_node.bl_idname == "PovrayTransformNode"
and link.to_node == node
):
pov_trans_name = (
string_strip_hyphen(bpy.path.clean_name(link.from_node.name))
+ "_%s" % pov_mat_name
)
transform = "transform {%s}" % pov_trans_name
uv = ""
if node.map_type == "uv_mapping":
uv = "uv_mapping"
filepath = bpy.path.abspath(im.filepath)
file.write("#macro %s() %s image_pattern {\n" % (pov_node_name, uv))
premul = "off"
once = "once"
file.write(
' "%s"\n gamma %.6g\n premultiplied %s\n'
% (filepath, node.inputs["Gamma"].default_value, premul)
)
file.write(" %s\n" % once)
if node.map_type != "uv_mapping":
file.write(" map_type %s\n" % (node.map_type))
file.write(" interpolate %s\n" % node.interpolate)
file.write(" }\n")
file.write(" %s\n" % transform)
file.write("#end\n")
pov_node_name = string_strip_hyphen(bpy.path.clean_name(node.name)) + "_%s" % pov_mat_name
if node.bl_idname == "PovrayBumpMapNode" and node.outputs["Normal"].is_linked:
if node.image != "":
im = bpy.data.images[node.image]
if im.filepath and path.exists(bpy.path.abspath(im.filepath)):
transform = ""
for link in ntree.links:
if (
link.from_node.bl_idname == "PovrayTransformNode"
and link.to_node == node
):
pov_trans_name = (
string_strip_hyphen(bpy.path.clean_name(link.from_node.name))
+ "_%s" % pov_mat_name
)
transform = "transform {%s}" % pov_trans_name
uv = ""
if node.map_type == "uv_mapping":
uv = "uv_mapping"
filepath = bpy.path.abspath(im.filepath)
file.write("#declare %s = normal {%s bump_map {\n" % (pov_node_name, uv))
once = ""
once = "once"
file.write(' "%s"\n' % filepath)
file.write(" %s\n" % once)
if node.map_type != "uv_mapping":
file.write(" map_type %s\n" % (node.map_type))
bump_size = node.inputs["Normal"].default_value
if node.inputs["Normal"].is_linked:
pass
file.write(
" interpolate %s\n bump_size %.4g\n" % (node.interpolate, bump_size)
)
file.write(" }\n")
file.write(" %s\n" % transform)
file.write(" }\n")
declare_nodes.append(node.name)
pov_node_name = string_strip_hyphen(bpy.path.clean_name(node.name)) + "_%s" % pov_mat_name
if node.bl_idname == "PovrayPigmentNode" and node.outputs["Pigment"].is_linked:
declare_nodes.append(node.name)
r, g, b = node.inputs["Color"].default_value[:]
f = node.inputs["Filter"].default_value
t = node.inputs["Transmit"].default_value
if node.inputs["Color"].is_linked:
pass
file.write(
"#declare %s = pigment{color srgbft <%.4g,%.4g,%.4g,%.4g,%.4g>}\n"
% (pov_node_name, r, g, b, f, t)
)
pov_node_name = string_strip_hyphen(bpy.path.clean_name(node.name)) + "_%s" % pov_mat_name
if node.bl_idname == "PovrayTextureNode" and node.outputs["Texture"].is_linked:
declare_nodes.append(node.name)
r, g, b = node.inputs["Pigment"].default_value[:]
pov_col_name = "color rgb <%.4g,%.4g,%.4g>" % (r, g, b)
if node.inputs["Pigment"].is_linked:
for link in ntree.links:
if link.to_node == node and link.to_socket.name == "Pigment":
pov_col_name = (
string_strip_hyphen(bpy.path.clean_name(link.from_node.name))
+ "_%s" % pov_mat_name
)
file.write("#declare %s = texture{\n pigment{%s}\n" % (pov_node_name, pov_col_name))
if node.inputs["Normal"].is_linked:
for link in ntree.links:
if (
link.to_node == node
and link.to_socket.name == "Normal"
and link.from_node.name in declare_nodes
):
pov_nor_name = (
string_strip_hyphen(bpy.path.clean_name(link.from_node.name))
+ "_%s" % pov_mat_name
)
file.write(" normal{%s}\n" % pov_nor_name)
if node.inputs["Finish"].is_linked:
for link in ntree.links:
if link.to_node == node and link.to_socket.name == "Finish":
pov_fin_name = (
string_strip_hyphen(bpy.path.clean_name(link.from_node.name))
+ "_%s" % pov_mat_name
)
file.write(" finish{%s}\n" % pov_fin_name)
file.write("}\n")
declare_nodes.append(node.name)
if node.bl_idname in {"ShaderNodeGroup", "ShaderTextureMapNode"}:
if (
output.name == "Texture"
and output.is_linked
and (node.name not in declare_nodes)
):
declare = True
if link.to_node == node and link.to_socket.name not in {
"",
"Color ramp",
"Mapping",
"Transform",
"Modifier",
}:
if link.from_node.name not in declare_nodes:
declare = False
pov_node_name = (
string_strip_hyphen(bpy.path.clean_name(node.name))
+ "_%s" % pov_mat_name
)
uv = ""
warp = ""
if (
link.to_node == node
and link.from_node.bl_idname == "PovrayMappingNode"
and link.from_node.warp_type != "NONE"
):
w_type = link.from_node.warp_type
if w_type == "uv_mapping":
uv = "uv_mapping"
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tor = ""
if w_type == "toroidal":
tor = (
"major_radius %.4g"
% link.from_node.warp_tor_major_radius
)
orient = link.from_node.warp_orientation
exp = link.from_node.warp_dist_exp
warp = "warp{%s orientation %s dist_exp %.4g %s}" % (
w_type,
orient,
exp,
tor,
)
if link.from_node.warp_type == "planar":
warp = "warp{%s %s %.4g}" % (w_type, orient, exp)
if link.from_node.warp_type == "cubic":
warp = "warp{%s}" % w_type
file.write("#declare %s = texture {%s\n" % (pov_node_name, uv))
pattern = node.inputs[0].default_value
advanced = ""
if node.inputs[0].is_linked:
for link in ntree.links:
if (
link.to_node == node
and link.from_node.bl_idname == "ShaderPatternNode"
):
# ------------ advanced ------------------------- #
lfn = link.from_node
pattern = lfn.pattern
if pattern == "agate":
advanced = "agate_turb %.4g" % lfn.agate_turb
if pattern == "crackle":
advanced = "form <%.4g,%.4g,%.4g>" % (
lfn.crackle_form_x,
lfn.crackle_form_y,
lfn.crackle_form_z,
)
advanced += " metric %.4g" % lfn.crackle_metric
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advanced += " solid"
if pattern in {"spiral1", "spiral2"}:
advanced = "%.4g" % lfn.spiral_arms
if pattern in {"tiling"}:
advanced = "%.4g" % lfn.tiling_number
if pattern in {"gradient"}:
advanced = "%s" % lfn.gradient_orient
if (
link.to_node == node
and link.from_node.bl_idname == "PovrayImagePatternNode"
):
pov_macro_name = (
string_strip_hyphen(
bpy.path.clean_name(link.from_node.name)
)
+ "_%s" % pov_mat_name
)
pattern = "%s()" % pov_macro_name
file.write(" %s %s %s\n" % (pattern, advanced, warp))
repeat = ""
if (
link.to_node == node
and link.from_node.bl_idname == "PovrayMultiplyNode"
):
repeat += "warp{repeat %.4g * x}" % link.from_node.amount_x
repeat += " warp{repeat %.4g * y}" % link.from_node.amount_y
repeat += " warp{repeat %.4g * z}" % link.from_node.amount_z
if (
link.to_node == node
and link.from_node.bl_idname == "PovrayTransformNode"
):
pov_trans_name = (
string_strip_hyphen(
bpy.path.clean_name(link.from_node.name)
)
+ "_%s" % pov_mat_name
)
transform = "transform {%s}" % pov_trans_name
x = 0
y = 0
z = 0
d = 0
e = 0
f = 0
g = 0
h = 0
modifier = False
if (
link.to_node == node
and link.from_node.bl_idname == "PovrayModifierNode"
):
modifier = True
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if link.from_node.inputs["Turb X"].is_linked:
pass
else:
x = link.from_node.inputs["Turb X"].default_value
if link.from_node.inputs["Turb Y"].is_linked:
pass
else:
y = link.from_node.inputs["Turb Y"].default_value
if link.from_node.inputs["Turb Z"].is_linked:
pass
else:
z = link.from_node.inputs["Turb Z"].default_value
if link.from_node.inputs["Octaves"].is_linked:
pass
else:
d = link.from_node.inputs["Octaves"].default_value
if link.from_node.inputs["Lambda"].is_linked:
pass
else:
e = link.from_node.inputs["Lambda"].default_value
if link.from_node.inputs["Omega"].is_linked:
pass
else:
f = link.from_node.inputs["Omega"].default_value
if link.from_node.inputs["Frequency"].is_linked:
pass
else:
g = link.from_node.inputs["Frequency"].default_value
if link.from_node.inputs["Phase"].is_linked:
pass
else:
h = link.from_node.inputs["Phase"].default_value
turb = "turbulence <%.4g,%.4g,%.4g>" % (x, y, z)
octv = "octaves %s" % d
lmbd = "lambda %.4g" % e
omg = "omega %.4g" % f
freq = "frequency %.4g" % g
pha = "phase %.4g" % h
file.write("\n")
if pattern not in {
"checker",
"hexagon",
"square",
"triangular",
"brick",
}:
file.write(" texture_map {\n")
if node.inputs["Color ramp"].is_linked:
for link in ntree.links:
if (
link.to_node == node
and link.from_node.bl_idname == "ShaderNodeValToRGB"
):
els = link.from_node.color_ramp.elements
n += 1
pov_in_mat_name = string_strip_hyphen(
bpy.path.clean_name(link.from_node.name)
) + "_%s_%s" % (n, pov_mat_name)
default = True
if (
ilink.to_node == node
and ilink.to_socket.name == str(n)
):
default = False
pov_in_mat_name = (
string_strip_hyphen(
bpy.path.clean_name(
ilink.from_node.name
)
)
+ "_%s" % pov_mat_name
)
r, g, b, a = el.color[:]
file.write(
" #declare %s = texture{"
"pigment{"
"color srgbt <%.4g,%.4g,%.4g,%.4g>}};\n"
% (pov_in_mat_name, r, g, b, 1 - a)
)
file.write(
" [%s %s]\n" % (el.position, pov_in_mat_name)
)
els = [[0, 0, 0, 0], [1, 1, 1, 1]]
for t in range(0, 2):
pov_in_mat_name = string_strip_hyphen(
bpy.path.clean_name(link.from_node.name)
) + "_%s_%s" % (t, pov_mat_name)
default = True
if ilink.to_node == node and ilink.to_socket.name == str(t):
default = False
pov_in_mat_name = (
string_strip_hyphen(
bpy.path.clean_name(ilink.from_node.name)
)
+ "_%s" % pov_mat_name
)
r, g, b = els[t][1], els[t][2], els[t][3]
if pattern not in {
"checker",
"hexagon",
"square",
"triangular",
"brick",
}:
file.write(
" #declare %s = texture{pigment{color rgb <%.4g,%.4g,%.4g>}};\n"
% (pov_in_mat_name, r, g, b)
)
file.write(
" texture{pigment{color rgb <%.4g,%.4g,%.4g>}}\n"
% (r, g, b)
)
if pattern not in {
"checker",
"hexagon",
"square",
"triangular",
"brick",
}:
file.write(" [%s %s]\n" % (els[t][0], pov_in_mat_name))
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if not default:
file.write(" texture{%s}\n" % pov_in_mat_name)
if pattern not in {
"checker",
"hexagon",
"square",
"triangular",
"brick",
}:
file.write("}\n")
if pattern == "brick":
file.write(
"brick_size <%.4g, %.4g, %.4g> mortar %.4g \n"
% (
node.brick_size_x,
node.brick_size_y,
node.brick_size_z,
node.brick_mortar,
)
)
file.write(" %s %s" % (repeat, transform))
file.write(
" %s %s %s %s %s %s" % (turb, octv, lmbd, omg, freq, pha)
)
file.write("}\n")
declare_nodes.append(node.name)
if link.to_node.bl_idname == "PovrayOutputNode" and link.from_node.name in declare_nodes:
pov_mat_node_name = (
string_strip_hyphen(bpy.path.clean_name(link.from_node.name)) + "_%s" % pov_mat_name
)
file.write("#declare %s = %s\n" % (pov_mat_name, pov_mat_node_name))