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# SPDX-License-Identifier: GPL-2.0-or-later
These engines can be POV-Ray, Uberpov, HgPovray but others too, since POV is a
Scene Description Language. The script has been split in as few files as possible and
metaphorically structured as a train with some boilerplate rendering locomotive,
followed by its cars each representing a thematic in the 3D field:
########################################### RENDERING ###########################################
Provide script's metadata, Initialize addon preferences, (re)load package modules
ui_core.py :
Set up workspaces and load other ui files for the user to set up all variables
render_core.py :
Define the POV render engines declinations from generic Blender RenderEngine class
render_properties.py :
Initialize properties for render parameters (Blender generic and POV native)
render_gui.py :
Display properties from render_properties.py for user to change them
render.py :
Translate render properties (Blender and POV native) to POV, ini file and CLI
__------------------Z__
_--¨¨] | __ __ _____________||
_-¨7____/ | | °|° | □□□ □□□ □□□ ||
(===========|=| | |=============||
############################################# LAYOUT ##############################################
Initialize properties for passing layout (camera/light/environment) parameters to pov
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scenography_gui.py :
Display camera/light/environment properties from scenography_properties.py for user to change
Translate camera/light/environment properties to corresponding pov features
__------------------Z__ ____________________
_--¨¨] | __ __ _____________|||____________________|
_-¨7____/ | | °|° | □□□ □□□ □□□ ||| □□□ □□□ □□□ □□□ □□ |
(===========|=| | |=============|||====================|
`-,_(@)(@)----------------(@)(@)-'^-(@)(@)--------(@)(@)'
############################################### MODEL #############################################
model_properties.py :
Initialize properties for translating Blender geometry objects parameters to pov
model_gui.py :
Display properties from model_properties.py for the user to change them
model_all.py :
Translate to POV the object level data
model_poly_topology.py :
Translate to POV the mesh based geometries
model_curve_topology.py :
model_meta_topology.py :
Translate to POV the metaball based geometries
model_primitives.py :
Display some simple POV native primitives in 3D view for input and output
model_primitives_topology.py :
Display some POV native complex or compound primitives in 3D view for input and output
__------------------Z__ ____________________ ____________________
_--¨¨] | __ __ _____________|||____________________|||____________________
_-¨7____/ | | °|° | □□□ □□□ □□□ ||| □□□ □□□ □□□ □□□ □□ ||| □□□ □□□ □□□ □□□ □□
(===========|=| | |=============|||====================|||====================
`-,_(@)(@)----------------(@)(@)-'^-(@)(@)--------(@)(@)-^-(@)(@)--------(@)(@)
############################################ SHADING #############################################
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shading_properties.py :
Initialize properties for translating Blender materials parameters to pov
shading_ray_properties.py :
Initialize properties for translating Blender ray paths relevant material parameters to pov
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shading_gui.py :
Display variables from shading_properties.py and shading_ray_properties.py for user to change
Translate shading properties to declared textures at the top of a pov file
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texturing_properties.py :
Initialize properties for translating Blender materials/world... texture influences to pov
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texturing_gui.py :
Display properties from texturing_properties.py available for user to change
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texturing.py :
Translate blender pixel based bitmap texture influences into POV
texturing_procedural.py :
Translate blender algorithmic procedural texture influences into POV
__------------------Z__ ____________________ ____________________ ________________
_--¨¨] | __ __ _____________|||____________________|||____________________|||________________
_-¨7____/ | | °|° | □□□ □□□ □□□ ||| □□□ □□□ □□□ □□□ □□ ||| □□□ □□□ □□□ □□□ □□ ||| □□□ □□□ □□□ □□□
(===========|=| | |=============|||====================|||====================|||================
`-,_(@)(@)----------------(@)(@)-'^-(@)(@)--------(@)(@)-^-(@)(@)--------(@)(@)-^-(@)(@)----------
############################################ VFX/TECH #############################################
particles_properties.py :
Initialize all strands, fx, or particles based objects properties to be translated to POV
particles.py :
Translate to POV the particle based geometries
voxel_lib.py :
Render smoke to *.df3 files using an updated version of Mike Kost's df3.py legacy library
nodes_properties.py :
Define all node items and their respective variables or sockets available to POV node trees
nodes.py :
Translate node trees to the pov file
nodes_fn.py :
Functions toolbox used by nodes.py to translate node trees to the pov file
nodes_gui.py :
Operators and menus to interact with POV specific node trees
Initialize properties for hand written scene description language fragments (POV native)
scripting_gui.py :
Display properties from scripting_properties.py for user to add his custom POV code
scripting.py :
Insert POV native scene description elements into blender scene or to exported POV file
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update_files.py :
Update new variables to values from older API. This file needs an update
######################################## PRESETS/TEMPLATES ########################################
Along these essential files also coexist a few additional libraries to help make
Blender stand up to other POV enabled IDEs (povwin, POV for Mac, QTPOV, VSCode, Vim...)
apple.py ; chicken.py ; cream.py ; Ketchup.py ; marble.py ;
potato.py ; skim_milk.py ; skin1.py ; skin2.py ; whole_milk.py
Radiosity
01_Debug.py ; 02_Fast.py ; 03_Normal.py ; 04_Two_Bounces.py ;
05_Final.py ; 06_Outdoor_Low_Quality.py ; 07_Outdoor_High_Quality.py ;
08_Outdoor(Sun)Light.py ; 09_Indoor_Low_Quality.py ;
10_Indoor_High_Quality.py ;
World
01_Clear_Blue_Sky.py ; 02_Partly_Hazy_Sky.py ; 03_Overcast_Sky.py ;
04_Cartoony_Sky.py ; 05_Under_Water.py ;
Light
01_(4800K)_Direct_Sun.py ;
02_(5400K)_High_Noon_Sun.py ;
03_(6000K)_Daylight_Window.py ;
04_(6000K)_2500W_HMI_(Halogen_Metal_Iodide).py ;
05_(4000K)_100W_Metal_Halide.py ;
06_(3200K)_100W_Quartz_Halogen.py ;
07_(2850K)_100w_Tungsten.py ;
08_(2600K)_40w_Tungsten.py ;
09_(5000K)_75W_Full_Spectrum_Fluorescent_T12.py ;
10_(4300K)_40W_Vintage_Fluorescent_T12.py ;
11_(5000K)_18W_Standard_Fluorescent_T8 ;
12_(4200K)_18W_Cool_White_Fluorescent_T8.py ;
14_(6500K)_54W_Grow_Light_Fluorescent_T5-HO.py ;
15_(3200K)_40W_Induction_Fluorescent.py ;
16_(2100K)_150W_High_Pressure_Sodium.py ;
17_(1700K)_135W_Low_Pressure_Sodium.py ;
18_(6800K)_175W_Mercury_Vapor.py ;
19_(5200K)_700W_Carbon_Arc.py ;
20_(6500K)_15W_LED_Spot.py ;
21_(2700K)_7W_OLED_Panel.py ;
23_(30000K)_40W_Black_Light_Bulb.py;
24_(1850K)_Candle.py
templates:
abyss.pov ; biscuit.pov ; bsp_Tango.pov ; chess2.pov ;
cornell.pov ; diffract.pov ; diffuse_back.pov ; float5 ;
gamma_showcase.pov ; grenadine.pov ; isocacti.pov ;
mediasky.pov ; patio-radio.pov ; subsurface.pov ; wallstucco.pov
"""
'name': "POV@Ble",
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'author': "Campbell Barton, "
"Maurice Raybaud, "
"Leonid Desyatkov, "
"Bastien Montagne, "
"Constantin Rahn, "
"Silvio Falcinelli,"
"Paco García",
'version': (0, 1, 3),
'blender': (3, 2, 0),
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'location': "Render Properties > Render Engine > Persistence of Vision",
'description': "Persistence of Vision addon for Blender",
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'doc_url': "{BLENDER_MANUAL_URL}/addons/render/povray.html",
'category': "Render",
'warning': "Co-maintainers welcome",
# Other occasional contributors, more or less in chronological order:
# Luca Bonavita ; Shane Ambler ; Brendon Murphy ; Doug Hammond ;
# Thomas Dinges ; Jonathan Smith ; Sebastian Nell ; Philipp Oeser ;
# Sybren A. Stüvel ; Dalai Felinto ; Sergey Sharybin ; Brecht Van Lommel ;
# Stephen Leger ; Rune Morling ; Aaron Carlisle ; Ankit Meel ;
importlib.reload(ui_core)
importlib.reload(nodes_properties)
importlib.reload(nodes_gui)
importlib.reload(nodes_fn)
importlib.reload(nodes)
importlib.reload(scenography_gui)
importlib.reload(scenography)
importlib.reload(render_properties)
importlib.reload(render_gui)
importlib.reload(render_core)
importlib.reload(render)
importlib.reload(shading_ray_properties)
importlib.reload(texturing_procedural)
importlib.reload(texturing_properties)
importlib.reload(texturing_gui)
importlib.reload(texturing)
importlib.reload(model_properties)
importlib.reload(model_gui)
importlib.reload(model_all)
importlib.reload(model_poly_topology)
importlib.reload(model_meta_topology)
importlib.reload(model_curve_topology)
importlib.reload(model_primitives)
importlib.reload(model_primitives_topology)
importlib.reload(particles_properties)
importlib.reload(particles)
importlib.reload(scripting_properties)
importlib.reload(scripting)
importlib.reload(update_files)
from bpy.utils import register_class, unregister_class
from bpy.props import StringProperty, BoolProperty, EnumProperty
ui_core,
nodes_properties,
nodes_gui,
nodes,
shading_ray_properties,
model_properties,
render_core,
model_primitives,
model_primitives_topology,
particles_properties,
particles,
# ---------------------------------------------------------------- #
# ---------------------------------------------------------------- #
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"""Update this addon to the latest version"""
bl_idname = "pov.update_addon"
bl_label = "Update POV addon"
def execute(self, context):
import tempfile
import urllib.request
def recursive_overwrite(self, src, dest, ignore=None):
"""Update the script automatically (along with other addons).
Arguments:
src -- path where to update from
dest -- storing temporary download here
Keyword Arguments:
ignore -- leave some directories alone (default: {None})
Returns:
finished flag for operator which is a set()
"""
if os.path.isdir(src):
if not os.path.isdir(dest):
os.makedirs(dest)
files = os.listdir(src)
ignored = ignore(src, files) if ignore is not None else set()
unignored_files = (fle for fle in files if fle not in ignored)
for f in unignored_files:
source = os.path.join(src, f)
destination = os.path.join(dest, f)
recursive_overwrite(source, destination, ignore)
else:
shutil.copyfile(src, dest)
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print("-" * 20)
print("Updating POV addon...")
with tempfile.TemporaryDirectory() as temp_dir_path:
temp_zip_path = os.path.join(temp_dir_path, "master.zip")
# Download zip archive of latest addons master branch commit
# More work needed so we also get files from the shared addons presets /pov folder
# switch this URL back to the BF hosted one as soon as gitweb snapshot gets fixed
url = "https://github.com/blender/blender-addons/archive/refs/heads/master.zip"
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print("Downloading", url)
with urllib.request.urlopen(url, timeout=60) as url_handle, open(
temp_zip_path, "wb"
) as file_handle:
file_handle.write(url_handle.read())
except urllib.error.URLError as err:
self.report({"ERROR"}, "Could not download: %s" % err)
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print("Extracting ZIP archive")
with zipfile.ZipFile(temp_zip_path) as zip_archive:
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pov_addon_pkg = (member for member in zip_archive.namelist() if
"blender-addons-master/render_povray" in member)
for member in pov_addon_pkg:
# Remove the first directory and the filename
# e.g. blender-addons-master/render_povray/nodes.py
# becomes render_povray/nodes.py
target_path = os.path.join(
temp_dir_path, os.path.join(*member.split("/")[1:-1])
)
filename = os.path.basename(member)
# Skip directories
if not filename:
continue
# Create the target directory if necessary
if not os.path.exists(target_path):
os.makedirs(target_path)
source = zip_archive.open(member)
target = open(os.path.join(target_path, filename), "wb")
with source, target:
shutil.copyfileobj(source, target)
print("copying", source, "to", target)
extracted_render_povray_path = os.path.join(temp_dir_path, "render_povray")
if not os.path.exists(extracted_render_povray_path):
self.report({"ERROR"}, "Could not extract ZIP archive! Aborting.")
return {"FINISHED"}
render_povray_dir = os.path.abspath(os.path.dirname(__file__)) # Unnecessary abspath?
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print("POV addon addon folder:", render_povray_dir)
# Delete old POV addon files
# (only directories and *.py files, user might have other stuff in there!)
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print("Deleting old POV addon files")
os.remove(os.path.join(render_povray_dir, "__init__.py"))
dir_names = 1
for directory in next(os.walk(render_povray_dir))[dir_names]:
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shutil.rmtree(os.path.join(render_povray_dir, directory))
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print("Copying new POV addon files")
# copy new POV addon files
# copy __init__.py
shutil.copy2(
os.path.join(extracted_render_povray_path, "__init__.py"),
render_povray_dir,
# copy all folders
recursive_overwrite(extracted_render_povray_path, render_povray_dir)
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print("POV addon update finished, restart Blender for the changes to take effect.")
print("-" * 20)
self.report({"WARNING"}, "Restart Blender!")
return {"FINISHED"}
# ---------------------------------------------------------------- #
# ---------------------------------------------------------------- #
class PovPreferences(bpy.types.AddonPreferences):
"""Declare preference variables to set up POV binary."""
name="Feature Set",
description="Choose between official (POV-Ray) or (UberPOV) "
"development branch features to write in the pov file",
("povray", "Official POV-Ray", "", "PLUGIN", 0),
("uberpov", "Unofficial UberPOV", "", "PLUGIN", 1),
default="povray",
name="Binary Location", description="Path to renderer executable", subtype="FILE_PATH"
name="Includes Location", description="Path to Insert Menu files", subtype="FILE_PATH",
default="",
name="Use Sound",
description="Signaling end of the render process at various"
"stages can help if you're away from monitor",
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# TODO: Auto find POV sound directory as it does for binary
# And implement the three cases, left uncommented for a dummy
# interface in case some doc screenshots get made for that area
filepath_complete_sound: StringProperty(
name="Finish Render Sound",
description="Path to finished render sound file",
subtype="FILE_PATH",
name="Parse Error Sound",
description="Path to parsing time error sound file",
subtype="FILE_PATH",
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name="Cancel Render Sound",
description="Path to cancelled or render time error sound file",
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subtype='FILE_PATH',
def draw(self, context):
layout = self.layout
layout.prop(self, 'branch_feature_set_povray')
layout.prop(self, 'filepath_povray')
layout.prop(self, 'docpath_povray')
layout.prop(self, 'filepath_complete_sound')
layout.prop(self, 'filepath_parse_error_sound')
layout.prop(self, 'filepath_cancel_sound')
layout.prop(self, 'use_sounds', icon='SOUND')
layout.operator('pov.update_addon', icon='FILE_REFRESH')
layout.operator("wm.url_open", text="Community",icon='EVENT_F').url = \
"https://www.facebook.com/povable"
classes = (
POV_OT_update_addon,
PovPreferences,
def register():
for cls in classes:
register_class(cls)
render_properties.register()
scenography_properties.register()
shading_properties.register()
shading_ray_properties.register()
model_properties.register()
particles_properties.register()
nodes_properties.register()
nodes_gui.register()
render_core.register()
ui_core.register()
model_primitives_topology.register()
model_primitives.register()
model_primitives.unregister()
model_primitives_topology.unregister()
ui_core.unregister()
render_core.unregister()
nodes_gui.unregister()
nodes_properties.unregister()
particles_properties.unregister()
model_properties.unregister()
shading_ray_properties.unregister()
shading_properties.unregister()
scenography_properties.unregister()
render_properties.unregister()
if __name__ == '__main__':
# ------------8<---------[ BREAKPOINT ]--------------8<----------- # Move this snippet around
# __import__('code').interact(local=dict(globals(), **locals())) # < and uncomment this line
# ---------------------------------------------------------------- # to inspect from Terminal