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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 subprocess
import os
import sys
import time
import re
##############################SF###########################
##############find image texture
ext = {
'JPG': "jpeg",
'JPEG': "jpeg",
'GIF': "gif",
'TGA': "tga",
'IFF': "iff",
'PPM': "ppm",
'PNG': "png",
'SYS': "sys",
'TIFF': "tiff",
'TIF': "tiff",
'EXR': "exr", # POV3.7 Only!
'HDR': "hdr", # POV3.7 Only! --MR
}.get(os.path.splitext(imgF)[-1].upper(), "")
print(" WARNING: texture image format not supported ")
image_map = ""
if ts.mapping == 'FLAT':
image_map = "map_type 0 "
elif ts.mapping == 'SPHERE':
image_map = "map_type 1 " # map_type 7 in megapov
elif ts.mapping == 'TUBE':
image_map = "map_type 2 "
## map_type 3 and 4 in development (?)
## for POV-Ray, currently they just seem to default back to Flat (type 0)
#elif ts.mapping=="?":
#elif ts.mapping=="?":
if ts.texture.use_interpolation:
image_map += " interpolate 2 "
if ts.texture.extension == 'CLIP':
image_map += " once "
#image_map += "}"
#if ts.mapping=='CUBE':
# image_map+= "warp { cubic } rotate <-90,0,180>"
# no direct cube type mapping. Though this should work in POV 3.7
# it doesn't give that good results(best suited to environment maps?)
# print(" No texture image found ")
# texture_coords refers to the mapping of world textures:
if wts.texture_coords == 'VIEW':
elif wts.texture_coords == 'ANGMAP':
image_mapBG = " map_type 1 "
elif wts.texture_coords == 'TUBE':
image_mapBG = " map_type 2 "
if wts.texture.use_interpolation:
image_mapBG += " interpolate 2 "
if wts.texture.extension == 'CLIP':
image_mapBG += " once "
#image_mapBG += "}"
#if wts.mapping == 'CUBE':
# image_mapBG += "warp { cubic } rotate <-90,0,180>"
# no direct cube type mapping. Though this should work in POV 3.7
# it doesn't give that good results(best suited to environment maps?)
#if image_mapBG == "":
# print(" No background texture image found ")
return bpy.path.abspath(image.filepath, library=image.library)
# end find image texture
# -----------------------------------------------------------------------------
def string_strip_hyphen(name):
return name.replace("-", "")
def safety(name, Level):
# safety string name material
#
# Level=1 is for texture with No specular nor Mirror reflection
# Level=2 is for texture with translation of spec and mir levels
# for when no map influences them
# Level=3 is for texture with Maximum Spec and Mirror
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prefix = ""
return prefix + name + "0" # used for 0 of specular map
return prefix + name + "1" # used for 1 of specular map
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##############end safety string name material
##############################EndSF###########################
def is_renderable(scene, ob):
return (ob.is_visible(scene) and not ob.hide_render)
def renderable_objects(scene):
return [ob for ob in scene.objects if is_renderable(scene, ob)]
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tabLevel = 0
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import mathutils
# Only for testing
if not scene:
scene = bpy.data.scenes[0]
render = scene.render
world = scene.world
global_matrix = mathutils.Matrix.Rotation(-pi / 2.0, 4, 'X')
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def setTab(tabtype, spaces):
TabStr = ""
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if tabtype == 'NONE':
TabStr = ""
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elif tabtype == 'TAB':
TabStr = "\t"
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elif tabtype == 'SPACE':
TabStr = spaces * " "
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return TabStr
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tab = setTab(scene.pov.indentation_character, scene.pov.indentation_spaces)
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def tabWrite(str_o):
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if not scene.pov.tempfiles_enable:
global tabLevel
brackets = str_o.count("{") - str_o.count("}") + str_o.count("[") - str_o.count("]")
if brackets < 0:
tabLevel = tabLevel + brackets
if tabLevel < 0:
print("Indentation Warning: tabLevel = %s" % tabLevel)
tabLevel = 0
if tabLevel >= 1:
file.write("%s" % tab * tabLevel)
file.write(str_o)
if brackets > 0:
tabLevel = tabLevel + brackets
else:
file.write(str_o)
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def uniqueName(name, nameSeq):
if name not in nameSeq:
return name
name_orig = name
i = 1
while name in nameSeq:
name = "%s_%.3d" % (name_orig, i)
tabWrite("matrix <%.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f>\n" %
(matrix[0][0], matrix[1][0], matrix[2][0],
matrix[0][1], matrix[1][1], matrix[2][1],
matrix[0][2], matrix[1][2], matrix[2][2],
matrix[0][3], matrix[1][3], matrix[2][3]))
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def MatrixAsPovString(matrix):
sMatrix = ("matrix <%.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f>\n" %
(matrix[0][0], matrix[1][0], matrix[2][0],
matrix[0][1], matrix[1][1], matrix[2][1],
matrix[0][2], matrix[1][2], matrix[2][2],
matrix[0][3], matrix[1][3], matrix[2][3]))
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return sMatrix
def writeObjectMaterial(material, ob):
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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
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# 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.subsurface_scattering.use: # SSS IOR get highest priority
tabWrite("interior {\n")
tabWrite("ior %.6f\n" % material.subsurface_scattering.ior)
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# 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:
tabWrite("interior {\n")
tabWrite("ior %.6f\n" % material.raytrace_transparency.ior)
tabWrite("interior {\n")
tabWrite("ior %.6f\n" % material.raytrace_transparency.ior)
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pov_fake_caustics = False
pov_photons_refraction = False
pov_photons_reflection = False
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if material.pov.photons_reflection:
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if material.pov.refraction_type == "0":
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pov_fake_caustics = False
pov_photons_refraction = False
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elif material.pov.refraction_type == "1":
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pov_fake_caustics = True
pov_photons_refraction = False
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elif material.pov.refraction_type == "2":
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pov_fake_caustics = False
pov_photons_refraction = True
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# 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:
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if pov_fake_caustics:
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tabWrite("caustics %.3g\n" % material.pov.fake_caustics_power)
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if pov_photons_refraction:
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# Default of 1 means no dispersion
tabWrite("dispersion %.6f\n" % material.pov.photons_dispersion)
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tabWrite("dispersion_samples %.d\n" % material.pov.photons_dispersion_samples)
if material.use_transparency and material.transparency_method == 'RAYTRACE':
# fade_distance
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# 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
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tabWrite("fade_distance %.3g\n" % \
(100.001 - material.raytrace_transparency.depth_max))
# fade_power
tabWrite("fade_power %.3g\n" % material.raytrace_transparency.falloff)
# fade_color
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tabWrite("fade_color <%.3g, %.3g, %.3g>\n" % material.pov.interior_fade_color[:])
# (variable) dispersion_samples (constant count for now)
tabWrite("}\n")
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tabWrite("photons{")
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if not ob.pov.collect_photons:
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tabWrite("collect off\n")
tabWrite("target %.3g\n" % ob.pov.spacing_multiplier)
if pov_photons_refraction:
tabWrite("refraction on\n")
if pov_photons_reflection:
tabWrite("reflection on\n")
tabWrite("}\n")
DEF_MAT_NAME = "Default"
def writeMaterial(material):
# Assumes only called once on each material
if material:
name_orig = material.name
else:
name_orig = DEF_MAT_NAME
name = materialNames[name_orig] = uniqueName(bpy.path.clean_name(name_orig), materialNames)
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comments = scene.pov.comments_enable
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if material:
if (material.specular_color.r == material.specular_color.g) and (material.specular_color.r == material.specular_color.b):
colored_specular_found = False
else:
colored_specular_found = True
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##################
# Several versions of the finish: Level conditions are variations for specular/Mirror
# texture channel map with alternative finish of 0 specular and no mirror reflection.
# Level=1 Means No specular nor Mirror reflection
# Level=2 Means translation of spec and mir levels for when no map influences them
# Level=3 Means Maximum Spec and Mirror
def povHasnoSpecularMaps(Level):
tabWrite("#declare %s = finish {" % safety(name, Level=1))
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if not scene.pov.tempfiles_enable and comments:
file.write(" //No specular nor Mirror reflection\n")
tabWrite("\n")
tabWrite("#declare %s = finish {" % safety(name, Level=2))
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if not scene.pov.tempfiles_enable and comments:
file.write(" //translation of spec and mir levels for when no map " \
"influences them\n")
tabWrite("\n")
tabWrite("#declare %s = finish {" % safety(name, Level=3))
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if not scene.pov.tempfiles_enable and comments:
file.write(" //Maximum Spec and Mirror\n")
tabWrite("\n")
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# POV-Ray 3.7 now uses two diffuse values respectively for front and back shading
# (the back diffuse is like blender translucency)
frontDiffuse = material.diffuse_intensity
backDiffuse = material.translucency
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if material.pov.conserve_energy:
#Total should not go above one
if (frontDiffuse + backDiffuse) <= 1.0:
pass
elif frontDiffuse == backDiffuse:
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# Try to respect the user's 'intention' by comparing the two values but
# bringing the total back to one.
frontDiffuse = backDiffuse = 0.5
# Let the highest value stay the highest value.
elif frontDiffuse > backDiffuse:
# clamps the sum below 1
backDiffuse = min(backDiffuse, (1.0 - frontDiffuse))
# map hardness between 0.0 and 1.0
roughness = ((1.0 - ((material.specular_hardness - 1.0) / 510.0)))
## scale from 0.0 to 0.1
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# add a small value because 0.0 is invalid.
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################################Diffuse Shader######################################
# Not used for Full spec (Level=3) of the shader.
if material.diffuse_shader == 'OREN_NAYAR' and Level != 3:
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# Blender roughness is what is generally called oren nayar Sigma,
# and brilliance in POV-Ray.
tabWrite("brilliance %.3g\n" % (0.9 + material.roughness))
if material.diffuse_shader == 'TOON' and Level != 3:
tabWrite("brilliance %.3g\n" % (0.01 + material.diffuse_toon_smooth * 0.25))
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# Lower diffuse and increase specular for toon effect seems to look better
# in POV-Ray.
frontDiffuse *= 0.5
if material.diffuse_shader == 'MINNAERT' and Level != 3:
#tabWrite("aoi %.3g\n" % material.darkness)
pass # let's keep things simple for now
if material.diffuse_shader == 'FRESNEL' and Level != 3:
#tabWrite("aoi %.3g\n" % material.diffuse_fresnel_factor)
pass # let's keep things simple for now
if material.diffuse_shader == 'LAMBERT' and Level != 3:
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# trying to best match lambert attenuation by that constant brilliance value
tabWrite("brilliance 1.8\n")
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###########################Specular Shader######################################
# No difference between phong and cook torrence in blender HaHa!
if (material.specular_shader == 'COOKTORR' or
material.specular_shader == 'PHONG'):
tabWrite("phong %.3g\n" % (material.specular_intensity))
tabWrite("phong_size %.3g\n" % (material.specular_hardness / 2 + 0.25))
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# POV-Ray 'specular' keyword corresponds to a Blinn model, without the ior.
elif material.specular_shader == 'BLINN':
# Use blender Blinn's IOR just as some factor for spec intensity
tabWrite("specular %.3g\n" % (material.specular_intensity *
(material.specular_ior / 4.0)))
tabWrite("roughness %.3g\n" % roughness)
#Could use brilliance 2(or varying around 2 depending on ior or factor) too.
elif material.specular_shader == 'TOON':
tabWrite("phong %.3g\n" % (material.specular_intensity * 2.0))
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# use extreme phong_size
tabWrite("phong_size %.3g\n" % (0.1 + material.specular_toon_smooth / 2.0))
elif material.specular_shader == 'WARDISO':
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# find best suited default constant for brilliance Use both phong and
# specular for some values.
tabWrite("specular %.3g\n" % (material.specular_intensity /
(material.specular_slope + 0.0005)))
# find best suited default constant for brilliance Use both phong and
# specular for some values.
tabWrite("roughness %.4g\n" % (0.0005 + material.specular_slope / 10.0))
# find best suited default constant for brilliance Use both phong and
# specular for some values.
tabWrite("brilliance %.4g\n" % (1.8 - material.specular_slope * 1.8))
####################################################################################
tabWrite("specular 0\n")
tabWrite("specular 1\n")
tabWrite("diffuse %.3g %.3g\n" % (frontDiffuse, backDiffuse))
tabWrite("ambient %.3g\n" % material.ambient)
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# POV-Ray blends the global value
#tabWrite("ambient rgb <%.3g, %.3g, %.3g>\n" % \
# tuple([c*material.ambient for c in world.ambient_color]))
tabWrite("emission %.3g\n" % material.emit) # New in POV-Ray 3.7
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#POV-Ray just ignores roughness if there's no specular keyword
#tabWrite("roughness %.3g\n" % roughness)
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if material.pov.conserve_energy:
# added for more realistic shading. Needs some checking to see if it
# really works. --Maurice.
tabWrite("conserve_energy\n")
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if colored_specular_found == True:
tabWrite("metallic\n")
# 'phong 70.0 '
if Level != 1:
if material.raytrace_mirror.use:
raytrace_mirror = material.raytrace_mirror
if raytrace_mirror.reflect_factor:
tabWrite("reflection {\n")
tabWrite("rgb <%.3g, %.3g, %.3g>" % material.mirror_color[:])
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if material.pov.mirror_metallic:
tabWrite("metallic %.3g" % (raytrace_mirror.reflect_factor))
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if material.pov.mirror_use_IOR: # WORKING ?
# Removed from the line below: gives a more physically correct
# material but needs proper IOR. --Maurice
tabWrite("fresnel 1 ")
tabWrite("falloff %.3g exponent %.3g} " % \
(raytrace_mirror.fresnel, raytrace_mirror.fresnel_factor))
if material.subsurface_scattering.use:
subsurface_scattering = material.subsurface_scattering
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tabWrite("subsurface { translucency <%.3g, %.3g, %.3g> }\n" % (
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(subsurface_scattering.radius[0]),
(subsurface_scattering.radius[1]),
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)
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if material.pov.irid_enable:
tabWrite("irid { %.4g thickness %.4g turbulence %.4g }" % \
(material.pov.irid_amount, material.pov.irid_thickness,
material.pov.irid_turbulence))
tabWrite("diffuse 0.8\n")
tabWrite("phong 70.0\n")
#tabWrite("specular 0.2\n")
# This is written into the object
'''
if material and material.transparency_method=='RAYTRACE':
'interior { ior %.3g} ' % material.raytrace_transparency.ior
'''
#tabWrite("crand 1.0\n") # Sand granyness
#tabWrite("metallic %.6f\n" % material.spec)
#tabWrite("phong %.6f\n" % material.spec)
#tabWrite("phong_size %.6f\n" % material.spec)
#tabWrite("brilliance %.6f " % (material.specular_hardness/256.0) # Like hardness
tabWrite("}\n\n")
# Level=2 Means translation of spec and mir levels for when no map influences them
povHasnoSpecularMaps(Level=2)
special_texture_found = False
for t in material.texture_slots:
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if(t and t.texture.type == 'IMAGE' and t.use and t.texture.image and
(t.use_map_specular or t.use_map_raymir or t.use_map_normal or t.use_map_alpha)):
continue # Some texture found
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if special_texture_found or colored_specular_found:
# Level=1 Means No specular nor Mirror reflection
povHasnoSpecularMaps(Level=1)
# Level=3 Means Maximum Spec and Mirror
povHasnoSpecularMaps(Level=3)
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# DH disabled for now, this isn't the correct context
active_object = None # bpy.context.active_object # does not always work MR
matrix = global_matrix * camera.matrix_world
focal_point = camera.data.dof_distance
# compute resolution
Qsize = float(render.resolution_x) / float(render.resolution_y)
tabWrite("#declare camLocation = <%.6f, %.6f, %.6f>;\n" %
matrix.translation[:])
tabWrite("#declare camLookAt = <%.6f, %.6f, %.6f>;\n" %
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tuple([degrees(e) for e in matrix.to_3x3().to_euler()]))
tabWrite("camera {\n")
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if scene.pov.baking_enable and active_object and active_object.type == 'MESH':
tabWrite("mesh_camera{ 1 3\n") # distribution 3 is what we want here
tabWrite("mesh{%s}\n" % active_object.name)
tabWrite("}\n")
tabWrite("location <0,0,.01>")
tabWrite("direction <0,0,-1>")
tabWrite("location <0, 0, 0>\n")
tabWrite("look_at <0, 0, -1>\n")
tabWrite("right <%s, 0, 0>\n" % - Qsize)
tabWrite("up <0, 1, 0>\n")
tabWrite("angle %f\n" % (360.0 * atan(16.0 / camera.data.lens) / pi))
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tabWrite("rotate <%.6f, %.6f, %.6f>\n" % \
tuple([degrees(e) for e in matrix.to_3x3().to_euler()]))
tabWrite("translate <%.6f, %.6f, %.6f>\n" % matrix.translation[:])
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if camera.data.pov.dof_enable and focal_point != 0:
tabWrite("aperture %.3g\n" % camera.data.pov.dof_aperture)
tabWrite("blur_samples %d %d\n" % \
(camera.data.pov.dof_samples_min, camera.data.pov.dof_samples_max))
tabWrite("variance 1/%d\n" % camera.data.pov.dof_variance)
tabWrite("confidence %.3g\n" % camera.data.pov.dof_confidence)
tabWrite("focal_point <0, 0, %f>\n" % focal_point)
tabWrite("}\n")
# Incremented after each lamp export to declare its target
# currently used for Fresnel diffuse shader as their slope vector:
global lampCount
lampCount = 0
# Get all lamps
for ob in lamps:
lamp = ob.data
matrix = global_matrix * ob.matrix_world
# Color is modified by energy #muiltiplie by 2 for a better match --Maurice
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color = tuple([c * lamp.energy * 2.0 for c in lamp.color])
tabWrite("light_source {\n")
tabWrite("< 0,0,0 >\n")
tabWrite("color rgb<%.3g, %.3g, %.3g>\n" % color)
tabWrite("spotlight\n")
tabWrite("falloff %.2f\n" % (degrees(lamp.spot_size) / 2.0)) # 1 TO 179 FOR BOTH
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tabWrite("radius %.6f\n" % \
((degrees(lamp.spot_size) / 2.0) * (1.0 - lamp.spot_blend)))
# Blender does not have a tightness equivilent, 0 is most like blender default.
tabWrite("tightness 0\n") # 0:10f
tabWrite("point_at <0, 0, -1>\n")
tabWrite("parallel\n")
tabWrite("point_at <0, 0, -1>\n") # *must* be after 'parallel'
tabWrite("area_illumination\n")
tabWrite("fade_distance %.6f\n" % (lamp.distance / 2.0))
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# Area lights have no falloff type, so always use blenders lamp quad equivalent
# for those?
tabWrite("fade_power %d\n" % 2)
size_x = lamp.size
samples_x = lamp.shadow_ray_samples_x
if lamp.shape == 'SQUARE':
size_y = size_x
samples_y = samples_x
else:
size_y = lamp.size_y
samples_y = lamp.shadow_ray_samples_y
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tabWrite("area_light <%.6f,0,0>,<0,%.6f,0> %d, %d\n" % \
(size_x, size_y, samples_x, samples_y))
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if lamp.shadow_ray_sample_method == 'CONSTANT_JITTERED':
if lamp.use_jitter:
tabWrite("jitter\n")
tabWrite("adaptive 1\n")
tabWrite("jitter\n")
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# HEMI never has any shadow_method attribute
if(not scene.render.use_shadows or lamp.type == 'HEMI' or
(lamp.type != 'HEMI' and lamp.shadow_method == 'NOSHADOW')):
tabWrite("shadowless\n")
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# Sun shouldn't be attenuated. Hemi and area lights have no falloff attribute so they
# are put to type 2 attenuation a little higher above.
if lamp.type not in {'SUN', 'AREA', 'HEMI'}:
tabWrite("fade_distance %.6f\n" % (lamp.distance / 2.0))
tabWrite("fade_power %d\n" % 2) # Use blenders lamp quad equivalent
tabWrite("fade_power %d\n" % 1) # Use blenders lamp linear
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# supposing using no fade power keyword would default to constant, no attenuation.
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elif lamp.falloff_type == 'CONSTANT':
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# Using Custom curve for fade power 3 for now.
elif lamp.falloff_type == 'CUSTOM_CURVE':
tabWrite("fade_power %d\n" % 4)
tabWrite("}\n")
lampCount += 1
# v(A,B) rotates vector A about origin by vector B.
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file.write("#declare lampTarget%s= vrotate(<%.4g,%.4g,%.4g>,<%.4g,%.4g,%.4g>);\n" % \
(lampCount, -(ob.location.x), -(ob.location.y), -(ob.location.z),
ob.rotation_euler.x, ob.rotation_euler.y, ob.rotation_euler.z))
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####################################################################################################
def exportMeta(metas):
# TODO - blenders 'motherball' naming is not supported.
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if not scene.pov.tempfiles_enable and scene.pov.comments_enable and len(metas) >= 1:
file.write("//--Blob objects--\n\n")
# important because no elements will break parsing.
elements = [elem for elem in meta.elements if elem.type in {'BALL', 'ELLIPSOID'}]
tabWrite("blob {\n")
tabWrite("threshold %.4g\n" % meta.threshold)
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importance = ob.pov.importance_value
material = meta.materials[0] # lame! - blender cant do enything else.
except:
material = None
for elem in elements:
loc = elem.co
stiffness = elem.stiffness
if elem.use_negative:
stiffness = - stiffness
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tabWrite("sphere { <%.6g, %.6g, %.6g>, %.4g, %.4g }\n" % \
(loc.x, loc.y, loc.z, elem.radius, stiffness))
# After this wecould do something simple like...
# "pigment {Blue} }"
# except we'll write the color
elif elem.type == 'ELLIPSOID':
# location is modified by scale
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tabWrite("sphere { <%.6g, %.6g, %.6g>, %.4g, %.4g }\n" % \
(loc.x / elem.size_x, loc.y / elem.size_y, loc.z / elem.size_z,
elem.radius, stiffness))
tabWrite("scale <%.6g, %.6g, %.6g> \n" % \
(elem.size_x, elem.size_y, elem.size_z))
if material:
diffuse_color = material.diffuse_color
trans = 1.0 - material.alpha
if material.use_transparency and material.transparency_method == 'RAYTRACE':
povFilter = material.raytrace_transparency.filter * (1.0 - material.alpha)
trans = (1.0 - material.alpha) - povFilter
material_finish = materialNames[material.name]
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tabWrite("pigment {rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>} \n" % \
(diffuse_color[0], diffuse_color[1], diffuse_color[2],
povFilter, trans))
tabWrite("finish {%s}\n" % safety(material_finish, Level=2))
tabWrite("pigment {rgb<1 1 1>} \n")
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# Write the finish last.
tabWrite("finish {%s}\n" % (safety(DEF_MAT_NAME, Level=2)))
writeObjectMaterial(material, ob)
writeMatrix(global_matrix * ob.matrix_world)
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# Importance for radiosity sampling added here
tabWrite("radiosity { \n")
tabWrite("importance %3g \n" % importance)
tabWrite("}\n")
tabWrite("}\n") # End of Metaball block
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if not scene.pov.tempfiles_enable and scene.pov.comments_enable and len(metas) >= 1:
file.write("\n")
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# objectNames = {}
DEF_OBJ_NAME = "Default"
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def exportMeshes(scene, sel):
# obmatslist = []
# def hasUniqueMaterial():
# # Grab materials attached to object instances ...
# if hasattr(ob, 'material_slots'):
# for ms in ob.material_slots:
# if ms.material != None and ms.link == 'OBJECT':
# if ms.material in obmatslist:
# return False
# else:
# obmatslist.append(ms.material)
# return True
# def hasObjectMaterial(ob):
# # Grab materials attached to object instances ...
# if hasattr(ob, 'material_slots'):
# for ms in ob.material_slots:
# if ms.material != None and ms.link == 'OBJECT':
# # If there is at least one material slot linked to the object
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# # and not the data (mesh), always create a new, "private" data instance.
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# return True
# return False
# For objects using local material(s) only!
# This is a mapping between a tuple (dataname, materialnames, ...), and the POV dataname.
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# As only objects using:
# * The same data.
# * EXACTLY the same materials, in EXACTLY the same sockets.
# ... can share a same instance in POV export.
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obmats2data = {}
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def checkObjectMaterials(ob, name, dataname):
if hasattr(ob, 'material_slots'):
has_local_mats = False
key = [dataname]
for ms in ob.material_slots:
if ms.material != None:
key.append(ms.material.name)
if ms.link == 'OBJECT' and not has_local_mats:
has_local_mats = True
else:
# Even if the slot is empty, it is important to grab it...
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key.append("")
if has_local_mats:
# If this object uses local material(s), lets find if another object
# using the same data and exactly the same list of materials
# (in the same slots) has already been processed...
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# Note that here also, we use object name as new, unique dataname for Pov.
key = tuple(key) # Lists are not hashable...
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if key not in obmats2data:
obmats2data[key] = name
return obmats2data[key]
return None
data_ref = {}
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def store(scene, ob, name, dataname, matrix):
# The Object needs to be written at least once but if its data is
# already in data_ref this has already been done.
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# This func returns the "povray" name of the data, or None
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# if no writing is needed.
if ob.is_modified(scene, 'RENDER'):
# Data modified.
# Create unique entry in data_ref by using object name
# (always unique in Blender) as data name.
data_ref[name] = [(name, MatrixAsPovString(matrix))]
return name
# Here, we replace dataname by the value returned by checkObjectMaterials, only if
# it is not evaluated to False (i.e. only if the object uses some local material(s)).
dataname = checkObjectMaterials(ob, name, dataname) or dataname
if dataname in data_ref:
# Data already known, just add the object instance.
data_ref[dataname].append((name, MatrixAsPovString(matrix)))
# No need to write data
return None
else:
# Data not yet processed, create a new entry in data_ref.
data_ref[dataname] = [(name, MatrixAsPovString(matrix))]
return dataname
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ob_num = 0
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# XXX I moved all those checks here, as there is no need to compute names
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# for object we won't export here!
if ob.type in {'LAMP', 'CAMERA', 'EMPTY', 'META', 'ARMATURE', 'LATTICE'}:
for mod in [m for m in ob.modifiers if (m is not None) and (m.type == 'PARTICLE_SYSTEM')]:
if (pSys.settings.render_type == 'PATH') and mod.show_render and (pSys.name == mod.particle_system.name):
tstart = time.time()
if ob.active_material is not None:
pmaterial = ob.active_material
if pmaterial.strand.use_blender_units:
strandStart = pmaterial.strand.root_size
strandEnd = pmaterial.strand.tip_size
strandStart = pmaterial.strand.root_size / 200.0
strandEnd = pmaterial.strand.tip_size / 200.0
strandShape = pmaterial.strand.shape
else:
pmaterial = "default" # No material assigned in blender, use default one
strandStart = 0.01
strandEnd = 0.01
strandShape = 0.0
# Set the number of particles to render count rather than 3d view display
pSys.set_resolution(scene, ob, 'RENDER')
steps = pSys.settings.draw_step
steps = 3 ** steps # or (power of 2 rather than 3) + 1 # Formerly : len(particle.hair_keys)
totalNumberOfHairs = ( len(pSys.particles) + len(pSys.child_particles) )
#hairCounter = 0
file.write('#declare HairArray = array[%i] {\n' % totalNumberOfHairs)
for pindex in range(0, totalNumberOfHairs):
#if particle.is_exist and particle.is_visible:
#hairCounter += 1
#controlPointCounter = 0
# Each hair is represented as a separate sphere_sweep in POV-Ray.
file.write('sphere_sweep{')
if pSys.settings.use_hair_bspline:
file.write('b_spline ')
file.write('%i,\n' % (steps + 2)) # +2 because the first point needs tripling to be more than a handle in POV
else:
file.write('linear_spline ')
file.write('%i,\n' % (steps))
for step in range(0, steps):
co = pSys.co_hair(ob, mod, pindex, step)
#for controlPoint in particle.hair_keys:
if pSys.settings.clump_factor != 0:
hDiameter = pSys.settings.clump_factor / 200.0 * random.uniform(0.5, 1)
hDiameter = strandStart
else:
hDiameter += (strandEnd-strandStart)/(pSys.settings.draw_step+1) #XXX +1 or not?
if step == 0 and pSys.settings.use_hair_bspline:
# Write three times the first point to compensate pov Bezier handling
file.write('<%.6g,%.6g,%.6g>,%.7g,\n' % (co[0], co[1], co[2], abs(hDiameter)))
file.write('<%.6g,%.6g,%.6g>,%.7g,\n' % (co[0], co[1], co[2], abs(hDiameter)))
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#file.write('<%.6g,%.6g,%.6g>,%.7g' % (particle.location[0], particle.location[1], particle.location[2], abs(hDiameter))) # Useless because particle location is the tip, not the root.
#totalNumberOfHairs += len(pSys.particles)# len(particle.hair_keys)
# Each control point is written out, along with the radius of the
# hair at that point.
file.write('<%.6g,%.6g,%.6g>,%.7g' % (co[0], co[1], co[2], abs(hDiameter)))
# All coordinates except the last need a following comma.
file.write(',\n')
else:
# End the sphere_sweep declaration for this hair
file.write('}\n')
# All but the final sphere_sweep (each array element) needs a terminating comma.
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file.write(',\n')
else:
file.write('\n')
# End the array declaration.
file.write('}\n')
file.write('\n')
# Pick up the hair color and create a default POV-Ray hair texture.
file.write('#ifndef (HairTexture)\n')
file.write(' #declare HairTexture = texture {\n')
file.write(' pigment {rgbt <%s,%s,%s,%s>}\n' % (pmaterial.diffuse_color[0], pmaterial.diffuse_color[1], pmaterial.diffuse_color[2], (pmaterial.strand.width_fade + 0.05)))
file.write(' }\n')
file.write('#end\n')
file.write('\n')
# Dynamically create a union of the hairs (or a subset of the hairs).
# By default use every 25th hair, which is usually ok for test renders.
file.write('#ifndef(HairStep) #declare HairStep = %d; #end\n' % ((totalNumberOfHairs/(totalNumberOfHairs * pSys.settings.draw_percentage / 100))))
file.write('union{\n')
file.write(' #local I = 0;\n')
file.write(' #while (I < %i)\n' % totalNumberOfHairs)
file.write(' object {HairArray[I] texture{HairTexture}\n')
# Translucency of the hair:
file.write(' hollow\n')
file.write(' double_illuminate\n')
file.write(' interior {\n')
file.write(' ior 1.45\n')
file.write(' media {\n')
file.write(' scattering { 1, 10*<0.73, 0.35, 0.15> /*extinction 0*/ }\n')
file.write(' absorption 10/<0.83, 0.75, 0.15>\n')
file.write(' samples 1\n')
file.write(' method 2\n')
file.write(' density {\n')
file.write(' color_map {\n')
file.write(' [0.0 rgb <0.83, 0.45, 0.35>]\n')
file.write(' [0.5 rgb <0.8, 0.8, 0.4>]\n')
file.write(' [1.0 rgb <1,1,1>]\n')
file.write(' }\n')
file.write(' }\n')
file.write(' }\n')
file.write(' }\n')
file.write(' }\n')
file.write(' #local I = I + HairStep;\n')
file.write(' #end\n')
writeMatrix(global_matrix * ob.matrix_world)
file.write('}')
print('Totals hairstrands written: %i' % totalNumberOfHairs)
print('Number of tufts (particle systems)', len(ob.particle_systems))
# Set back the displayed number of particles to preview count
pSys.set_resolution(scene, ob, 'PREVIEW')
if renderEmitter == False:
continue #don't render mesh, skip to next object.
except:
# happens when curves cant be made into meshes because of no-data
continue
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importance = ob.pov.importance_value
me_faces = me.tessfaces[:]
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#############################################
# Generating a name for object just like materials to be able to use it
# (baking for now or anything else).
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# XXX I don't understand that: if we are here, sel if a non-empty iterable,
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# so this condition is always True, IMO -- mont29
if sel:
name_orig = "OB" + ob.name
dataname_orig = "DATA" + ob.data.name
else:
name_orig = DEF_OBJ_NAME
dataname_orig = DEF_OBJ_NAME
name = string_strip_hyphen(bpy.path.clean_name(name_orig))
dataname = string_strip_hyphen(bpy.path.clean_name(dataname_orig))
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## for slot in ob.material_slots:
## if slot.material != None and slot.link == 'OBJECT':
## obmaterial = slot.material
#############################################
info_callback("Object %2.d of %2.d (%s)" % (ob_num, len(sel), ob.name))
#if ob.type != 'MESH':
# continue
matrix = global_matrix * ob.matrix_world
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povdataname = store(scene, ob, name, dataname, matrix)
if povdataname is None:
print("This is an instance")
continue
print("Writing Down First Occurence")
uv_textures = me.tessface_uv_textures
if len(uv_textures) > 0:
if me.uv_textures.active and uv_textures.active.data:
uv_layer = uv_textures.active.data
else:
faces_verts = [f.vertices[:] for f in me_faces]
faces_normals = [f.normal[:] for f in me_faces]
verts_normals = [v.normal[:] for v in me.vertices]
quadCount = sum(1 for f in faces_verts if len(f) == 4)
# Use named declaration to allow reference e.g. for baking. MR
file.write("\n")
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tabWrite("#declare %s =\n" % povdataname)
tabWrite("mesh2 {\n")
tabWrite("vertex_vectors {\n")
tabWrite("%d" % len(me.vertices)) # vert count
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tabStr = tab * tabLevel
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if not scene.pov.tempfiles_enable and scene.pov.list_lf_enable:
file.write(",\n")
file.write(tabStr + "<%.6f, %.6f, %.6f>" % v.co[:]) # vert count
else:
file.write(", ")
file.write("<%.6f, %.6f, %.6f>" % v.co[:]) # vert count
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#tabWrite("<%.6f, %.6f, %.6f>" % v.co[:]) # vert count
file.write("\n")
tabWrite("}\n")
for fi, f in enumerate(me_faces):
fv = faces_verts[fi]
# [-1] is a dummy index, use a list so we can modify in place
if f.use_smooth: # Use vertex normals
for v in fv:
key = verts_normals[v]
uniqueNormals[key] = [-1]
key = faces_normals[fi]
uniqueNormals[key] = [-1]
tabWrite("normal_vectors {\n")
tabWrite("%d" % len(uniqueNormals)) # vert count
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tabStr = tab * tabLevel
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if not scene.pov.tempfiles_enable and scene.pov.list_lf_enable:
file.write(",\n")
file.write(tabStr + "<%.6f, %.6f, %.6f>" % no) # vert count
else:
file.write(", ")
file.write("<%.6f, %.6f, %.6f>" % no) # vert count
file.write("\n")
tabWrite("}\n")
# Vertex colors
vertCols = {} # Use for material colors also.
if uv_layer:
# Generate unique UV's
uniqueUVs = {}
#n = 0
for fi, uv in enumerate(uv_layer):
if len(faces_verts[fi]) == 4:
uvs = uv_layer[fi].uv[0], uv_layer[fi].uv[1], uv_layer[fi].uv[2], uv_layer[fi].uv[3]
uvs = uv_layer[fi].uv[0], uv_layer[fi].uv[1], uv_layer[fi].uv[2]
tabWrite("uv_vectors {\n")
tabWrite("%d" % len(uniqueUVs)) # vert count
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tabStr = tab * tabLevel
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if not scene.pov.tempfiles_enable and scene.pov.list_lf_enable:
file.write(",\n")
file.write(tabStr + "<%.6f, %.6f>" % uv)
else:
file.write(", ")
file.write("<%.6f, %.6f>" % uv)
index[0] = idx
idx += 1
'''
else:
# Just add 1 dummy vector, no real UV's
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tabWrite('1') # vert count
file.write("\n")
tabWrite("}\n")
for fi, f in enumerate(me_faces):
# annoying, index may be invalid
try:
material = me_materials[material_index]
except:
material = None
if material and material.use_vertex_color_paint:
col = vcol_layer[fi]
if len(faces_verts[fi]) == 4:
cols = col.color1, col.color2, col.color3, col.color4
else:
cols = col.color1, col.color2, col.color3
for col in cols:
key = col[0], col[1], col[2], material_index # Material index!
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# Multiply diffuse with SSS Color
if material.subsurface_scattering.use:
diffuse_color = [i * j for i, j in zip(material.subsurface_scattering.color[:], material.diffuse_color[:])]
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key = diffuse_color[0], diffuse_color[1], diffuse_color[2], \
material_index
vertCols[key] = [-1]
else:
diffuse_color = material.diffuse_color[:]
key = diffuse_color[0], diffuse_color[1], diffuse_color[2], \
material_index
vertCols[key] = [-1]
# No vertex colors, so write material colors as vertex colors
for i, material in enumerate(me_materials):
if material:
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# Multiply diffuse with SSS Color
if material.subsurface_scattering.use:
diffuse_color = [i * j for i, j in zip(material.subsurface_scattering.color[:], material.diffuse_color[:])]
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key = diffuse_color[0], diffuse_color[1], diffuse_color[2], i # i == f.mat
vertCols[key] = [-1]
else:
diffuse_color = material.diffuse_color[:]
key = diffuse_color[0], diffuse_color[1], diffuse_color[2], i # i == f.mat
vertCols[key] = [-1]
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idx = 0
LocalMaterialNames = []
for col, index in vertCols.items():
#if me_materials:
material = me_materials[col[3]]
if me_materials == None: #XXX working?
material_finish = DEF_MAT_NAME # not working properly,
trans = 0.0
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else:
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material_finish = materialNames[material.name]
if material.use_transparency:
trans = 1.0 - material.alpha
else:
trans = 0.0
if (material.specular_color.r == material.specular_color.g) and (material.specular_color.r == material.specular_color.b):
colored_specular_found = False
else:
colored_specular_found = True
if material.use_transparency and material.transparency_method == 'RAYTRACE':
povFilter = material.raytrace_transparency.filter * (1.0 - material.alpha)
trans = (1.0 - material.alpha) - povFilter
else:
povFilter = 0.0
##############SF
texturesDif = ""
texturesSpec = ""
texturesNorm = ""
texturesAlpha = ""
for t in material.texture_slots:
if t and t.texture.type == 'IMAGE' and t.use and t.texture.image:
image_filename = path_image(t.texture.image)
imgGamma = ""
if image_filename:
if t.use_map_color_diffuse:
texturesDif = image_filename
# colvalue = t.default_value # UNUSED
t_dif = t
if t_dif.texture.pov.tex_gamma_enable:
imgGamma = (" gamma %.3g " % t_dif.texture.pov.tex_gamma_value)
if t.use_map_specular or t.use_map_raymir:
texturesSpec = image_filename
# colvalue = t.default_value # UNUSED
t_spec = t
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 t.use_map_alpha:
texturesAlpha = image_filename
# colvalue = t.alpha_factor * 10.0 # UNUSED
#textDispName=t.texture.image.name + ".displ"
#was the above used? --MR
t_alpha = t
####################################################################################
file.write("\n")
# THIS AREA NEEDS TO LEAVE THE TEXTURE OPEN UNTIL ALL MAPS ARE WRITTEN DOWN.
# --MR
currentMatName = string_strip_hyphen(materialNames[material.name])
LocalMaterialNames.append(currentMatName)
file.write("\n #declare MAT_%s = \ntexture{\n" % currentMatName)
################################################################################
if material.diffuse_shader == 'MINNAERT':
tabWrite("\n")
tabWrite("aoi\n")
tabWrite("texture_map {\n")
tabWrite("[%.3g finish {diffuse %.3g}]\n" % \
(material.darkness / 2.0, 2.0 - material.darkness))
tabWrite("[%.3g\n" % (1.0 - (material.darkness / 2.0)))
if material.diffuse_shader == 'FRESNEL':
# For FRESNEL diffuse in POV, we'll layer slope patterned textures
# with lamp vector as the slope vector and nest one slope per lamp
# into each texture map's entry.
c = 1
while (c <= lampCount):
tabWrite("slope { lampTarget%s }\n" % (c))
tabWrite("texture_map {\n")
# Diffuse Fresnel value and factor go up to five,
# other kind of values needed: used the number 5 below to remap
tabWrite("[%.3g finish {diffuse %.3g}]\n" % \
((5.0 - material.diffuse_fresnel) / 5,
(material.diffuse_intensity *
((5.0 - material.diffuse_fresnel_factor) / 5))))
tabWrite("[%.3g\n" % ((material.diffuse_fresnel_factor / 5) *
(material.diffuse_fresnel / 5.0)))
c += 1
# if shader is a 'FRESNEL' or 'MINNAERT': slope pigment pattern or aoi
# and texture map above, the rest below as one of its entry
if texturesSpec != "" or texturesAlpha != "":
if texturesSpec != "":
# tabWrite("\n")
tabWrite("pigment_pattern {\n")
# 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
mappingSpec = "translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>\n" % \
(-t_spec.offset.x, t_spec.offset.y, t_spec.offset.z,
1.0 / t_spec.scale.x, 1.0 / t_spec.scale.y,
1.0 / t_spec.scale.z)
tabWrite("uv_mapping image_map{%s \"%s\" %s}\n" % \
(imageFormat(texturesSpec), texturesSpec, imgMap(t_spec)))
tabWrite("%s\n" % mappingSpec)
tabWrite("}\n")
tabWrite("texture_map {\n")
tabWrite("[0 \n")
if texturesDif == "":
if texturesAlpha != "":
tabWrite("\n")
# 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))
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")
tabWrite("uv_mapping image_map{%s \"%s\" %s}%s}\n" % \
(imageFormat(texturesAlpha), texturesAlpha,
imgMap(t_alpha), mappingAlpha))
tabWrite("pigment_map {\n")
tabWrite("[0 color rgbft<0,0,0,1,1>]\n")
tabWrite("[1 uv_mapping image_map {%s \"%s\" %s} %s]\n" % \
(imageFormat(texturesDif), texturesDif,
(imgGamma + imgMap(t_dif)), mappingDif))
tabWrite("}\n")
tabWrite("}\n")
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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?
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))
if texturesSpec != "":
tabWrite("]\n")
##################Second index for mapping specular max value###############
tabWrite("[1 \n")
if texturesDif == "" and material.pov.replacement_text == "":
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)
tabWrite("pigment {pigment_pattern {uv_mapping image_map" \
"{%s \"%s\" %s}%s}\n" % \
(imageFormat(texturesAlpha), texturesAlpha, imgMap(t_alpha),
mappingAlpha))
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 material.pov.replacement_text == "":
# 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)
tabWrite("pigment {pigment_pattern {uv_mapping image_map" \
"{%s \"%s\" %s}%s}\n" % \
(imageFormat(texturesAlpha), texturesAlpha, imgMap(t_alpha),
mappingAlpha))
tabWrite("pigment_map {\n")
tabWrite("[0 color rgbft<0,0,0,1,1>]\n")
tabWrite("[1 uv_mapping image_map {%s \"%s\" %s} %s]\n" % \
(imageFormat(texturesDif), texturesDif,
(imgMap(t_dif) + imgGamma), mappingDif))
tabWrite("}\n")
tabWrite("}\n")
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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")
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 material.pov.replacement_text == "":
## 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?
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 material.pov.replacement_text == "":
tabWrite("]\n")
tabWrite("}\n")
#End of slope/ior texture_map
if material.diffuse_shader == 'MINNAERT' and material.pov.replacement_text == "":
tabWrite("]\n")
tabWrite("}\n")
if material.diffuse_shader == 'FRESNEL' and material.pov.replacement_text == "":
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 (material.specular_color.r == material.specular_color.g) and (material.specular_color.r == material.specular_color.b):
colored_specular_found = False
else:
colored_specular_found = True
# Write another layered texture using invisible diffuse and metallic trick
# to emulate colored specular highlights
special_texture_found = False
for t in material.texture_slots:
if(t and t.texture.type == 'IMAGE' and t.use and t.texture.image and
(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:
if not scene.pov.tempfiles_enable and scene.pov.comments_enable:
file.write(" //Emulating colored highlights with a metallic layer\n")
else:
tabWrite("\n")
tabWrite("texture {\n")
tabWrite("pigment {rgbft<%.3g, %.3g, %.3g, 0, 1>}\n" % \
(material.specular_color[0], material.specular_color[1], material.specular_color[2]))
tabWrite("finish {%s}\n" % (safety(material_finish, Level=2))) # Level 2 is translated spec
texturesNorm = ""
for t in material.texture_slots:
if t and t.texture.type == 'IMAGE' and t.use and t.texture.image:
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
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))
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")
file.write(tabStr + "%s" % (len(vertCols))) # vert count
if material.pov.replacement_text != "":
file.write("\n")
file.write(" texture{%s}\n" % material.pov.replacement_text)
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# 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
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:
if not scene.pov.tempfiles_enable and scene.pov.list_lf_enable:
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:
# 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]
if not scene.pov.tempfiles_enable and scene.pov.list_lf_enable:
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:
if not scene.pov.tempfiles_enable and scene.pov.list_lf_enable:
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]
if not scene.pov.tempfiles_enable and scene.pov.list_lf_enable:
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:
if not scene.pov.tempfiles_enable and scene.pov.list_lf_enable:
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 * 10000.0))# 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.photons_refraction or material.pov.photons_reflection)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():
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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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comments = scene.pov.comments_enable
if not scene.pov.tempfiles_enable and comments:
file.write("//----------------------------------------------\n" \
"//--Exported with POV-Ray exporter for Blender--\n" \
"//----------------------------------------------\n\n")
file.write("#version 3.7;\n")
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if not scene.pov.tempfiles_enable and comments:
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file.write("\n//--CUSTOM CODE--\n\n")
exportCustomCode()
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if not scene.pov.tempfiles_enable and comments:
file.write("\n//--Global settings and background--\n\n")
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if not scene.pov.tempfiles_enable and comments:
file.write("\n")
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if not scene.pov.tempfiles_enable and comments:
file.write("\n//--Cameras--\n\n")
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if not scene.pov.tempfiles_enable and comments:
file.write("\n//--Lamps--\n\n")
exportLamps([l for l in sel if l.type == 'LAMP'])
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if not scene.pov.tempfiles_enable and comments:
file.write("\n//--Material Definitions--\n\n")
# Convert all materials to strings we can access directly per vertex.
writeMaterial(None) # default material
writeMaterial(material)
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if not scene.pov.tempfiles_enable and comments:
file.write("\n")
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if not scene.pov.tempfiles_enable and comments:
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
#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)
## if r.image_settings.file_format == 'OPENEXR':
## render.image_settings.color_mode = 'RGBA'
## r.image_settings.file_format = 'TARGA'
## r.image_settings.color_mode = 'RGBA'
blendSceneName = bpy.data.filepath.split(os.path.sep)[-1].split(".")[0]
povSceneName = ""
povPath = ""
renderImagePath = ""
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# has to be called to update the frame on exporting animations
scene.frame_set(scene.frame_current)
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if not scene.pov.tempfiles_enable:
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povPath = bpy.path.abspath(scene.pov.scene_path).replace('\\', '/')
if bpy.data.is_saved:
povPath = bpy.path.abspath("//")
else:
povPath = tempfile.gettempdir()
elif povPath.endswith("/"):
if povPath == "/":
povPath = bpy.path.abspath("//")
else:
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povPath = bpy.path.abspath(scene.pov.scene_path)
try:
os.makedirs(povPath)
except:
import traceback
traceback.print_exc()
print("POV-Ray 3.7: Cannot create scenes directory: %r" % povPath)
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self.update_stats("", "POV-Ray 3.7: Cannot create scenes directory %r" % \
povPath)
time.sleep(2.0)
return
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renderImagePath = bpy.path.abspath(scene.pov.renderimage_path).replace('\\','/')
if bpy.data.is_saved:
renderImagePath = bpy.path.abspath("//")
else:
renderImagePath = tempfile.gettempdir()
#print("Path: " + renderImagePath)
elif path.endswith("/"):
if renderImagePath == "/":
renderImagePath = bpy.path.abspath("//")
else:
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renderImagePath = bpy.path.abspath(scene.pov.renderimage_path)
if not os.path.exists(path):
print("POV-Ray 3.7: Cannot find render image directory")
self.update_stats("", "POV-Ray 3.7: Cannot find render image directory")
time.sleep(2.0)
return
'''
# check name
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if scene.pov.scene_name == "":
if blendSceneName != "":
povSceneName = blendSceneName
else:
povSceneName = "untitled"
else:
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povSceneName = scene.pov.scene_name
if os.path.isfile(povSceneName):
povSceneName = os.path.basename(povSceneName)
povSceneName = povSceneName.split('/')[-1].split('\\')[-1]
if not povSceneName:
print("POV-Ray 3.7: Invalid scene name")
self.update_stats("", "POV-Ray 3.7: Invalid scene name")
time.sleep(2.0)
return
povSceneName = os.path.splitext(povSceneName)[0]
print("Scene name: " + povSceneName)
print("Export path: " + povPath)
povPath = os.path.join(povPath, povSceneName)
povPath = os.path.realpath(povPath)
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# for now this has to be the same like the pov output. Bug in POV-Ray RC3.
# renderImagePath = renderImagePath + "\\" + povSceneName
renderImagePath = povPath # Bugfix for POV-Ray RC3 bug
# renderImagePath = os.path.realpath(renderImagePath) # Bugfix for POV-Ray RC3 bug
#print("Export path: %s" % povPath)
#print("Render Image path: %s" % renderImagePath)
# start export
self.update_stats("", "POV-Ray 3.7: Exporting data from Blender")
self._export(scene, povPath, renderImagePath)
self.update_stats("", "POV-Ray 3.7: Parsing File")
if not self._render(scene):
self.update_stats("", "POV-Ray 3.7: Not found")
return
r = scene.render
# compute resolution
x = int(r.resolution_x * r.resolution_percentage * 0.01)
y = int(r.resolution_y * r.resolution_percentage * 0.01)
# This makes some tests on the render, returning True if all goes good, and False if
# it was finished one way or the other.
# It also pauses the script (time.sleep())
def _test_wait():
time.sleep(self.DELAY)
# User interrupts the rendering
print("***POV INTERRUPTED***")
return False
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poll_result = self._process.poll()
# POV process is finisehd, one way or the other
if poll_result < 0:
print("***POV PROCESS FAILED : %s ***" % poll_result)
self.update_stats("", "POV-Ray 3.7: Failed")
return False
return True
# Wait for the file to be created
# XXX This is no more valid, as 3.7 always creates output file once render is finished!
parsing = re.compile(br"= \[Parsing\.\.\.\] =")
rendering = re.compile(br"= \[Rendering\.\.\.\] =")
percent = re.compile(r"\(([0-9]{1,3})%\)")
# print("***POV WAITING FOR FILE***")
data = b""
last_line = ""
while _test_wait():
# POV in Windows does not output its stdout/stderr, it displays them in its GUI
if self._is_windows:
self.update_stats("", "POV-Ray 3.7: Rendering File")
else:
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t_data = self._process.stdout.read(10000)
data += t_data
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# XXX This is working for UNIX, not sure whether it might need adjustments for
# other OSs
# First replace is for windows
t_data = str(t_data).replace('\\r\\n', '\\n').replace('\\r', '\r')
lines = t_data.split('\\n')
last_line += lines[0]
lines[0] = last_line
print('\n'.join(lines), end="")
last_line = lines[-1]
if rendering.search(data):
_pov_rendering = True
match = percent.findall(str(data))
if match:
self.update_stats("", "POV-Ray 3.7: Rendering File (%s%%)" % match[-1])
else:
self.update_stats("", "POV-Ray 3.7: Rendering File")
elif parsing.search(data):
self.update_stats("", "POV-Ray 3.7: Parsing File")
if os.path.exists(self._temp_file_out):
# print("***POV FILE OK***")
#self.update_stats("", "POV-Ray 3.7: Rendering")
# prev_size = -1
xmin = int(r.border_min_x * x)
ymin = int(r.border_min_y * y)
xmax = int(r.border_max_x * x)
ymax = int(r.border_max_y * y)
# print("***POV UPDATING IMAGE***")
result = self.begin_result(0, 0, x, y)
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# XXX, tests for border render.
#result = self.begin_result(xmin, ymin, xmax - xmin, ymax - ymin)
#result = self.begin_result(0, 0, xmax - xmin, ymax - ymin)
lay = result.layers[0]
# This assumes the file has been fully written We wait a bit, just in case!
time.sleep(self.DELAY)
try:
lay.load_from_file(self._temp_file_out)
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# XXX, tests for border render.
#lay.load_from_file(self._temp_file_out, xmin, ymin)
except RuntimeError:
print("***POV ERROR WHILE READING OUTPUT FILE***")
# Not needed right now, might only be useful if we find a way to use temp raw output of
# pov 3.7 (in which case it might go under _test_wait()).
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'''
def update_image():
# possible the image wont load early on.
try:
lay.load_from_file(self._temp_file_out)
# XXX, tests for border render.
#lay.load_from_file(self._temp_file_out, xmin, ymin)
#lay.load_from_file(self._temp_file_out, xmin, ymin)
except RuntimeError:
pass
# Update while POV-Ray renders
while True:
# print("***POV RENDER LOOP***")
# test if POV-Ray exists
if self._process.poll() is not None:
print("***POV PROCESS FINISHED***")
update_image()
break
# user exit
if self.test_break():
try:
self._process.terminate()
print("***POV PROCESS INTERRUPTED***")
except OSError:
pass
break
# Would be nice to redirect the output
# stdout_value, stderr_value = self._process.communicate() # locks
# check if the file updated
new_size = os.path.getsize(self._temp_file_out)
if new_size != prev_size:
update_image()
prev_size = new_size
time.sleep(self.DELAY)
'''
self.end_result(result)
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else:
print("***POV FILE NOT FOUND***")
print("***POV FINISHED***")
self.update_stats("", "")
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if scene.pov.tempfiles_enable or scene.pov.deletefiles_enable: