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# ***** BEGIN GPL LICENSE BLOCK *****
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# #**** END GPL LICENSE BLOCK #****
# <pep8 compliant>
"""Translate complex shaders to exported POV textures."""
import bpy
def writeMaterial(using_uberpov, DEF_MAT_NAME, scene, tabWrite, safety, comments, uniqueName, materialNames, material):
"""Translate Blender material POV texture{} block and write to exported file."""
# Assumes only called once on each material
if material:
name_orig = material.name
name = materialNames[name_orig] = uniqueName(bpy.path.clean_name(name_orig), materialNames)
else:
name = name_orig = DEF_MAT_NAME
if material:
# If saturation(.s) is not zero, then color is not grey, and has a tint
colored_specular_found = ((material.pov.specular_color.s > 0.0) and (material.pov.diffuse_shader != 'MINNAERT'))
##################
# 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):
"""Translate Blender specular map influence to POV finish map trick and write to file."""
if Level == 1:
if comments:
else:
tabWrite("\n")
elif Level == 2:
if comments:
tabWrite("//--translation of spec and mir levels for when no map " \
"influences them--\n")
else:
tabWrite("\n")
elif Level == 3:
if comments:
else:
tabWrite("\n")
if material:
# POV-Ray 3.7 now uses two diffuse values respectively for front and back shading
# (the back diffuse is like blender translucency)
frontDiffuse = material.pov.diffuse_intensity
backDiffuse = material.pov.translucency
if material.pov.conserve_energy:
#Total should not go above one
if (frontDiffuse + backDiffuse) <= 1.0:
pass
elif frontDiffuse == backDiffuse:
# 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))
else:
frontDiffuse = min(frontDiffuse, (1.0 - backDiffuse))
# map hardness between 0.0 and 1.0
roughness = ((1.0 - ((material.pov.specular_hardness - 1.0) / 510.0)))
## scale from 0.0 to 0.1
roughness *= 0.1
# add a small value because 0.0 is invalid.
roughness += (1.0 / 511.0)
################################Diffuse Shader######################################
# Not used for Full spec (Level=3) of the shader.
if material.pov.diffuse_shader == 'OREN_NAYAR' and Level != 3:
# 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.pov.diffuse_shader == 'TOON' and Level != 3:
tabWrite("brilliance %.3g\n" % (0.01 + material.diffuse_toon_smooth * 0.25))
# Lower diffuse and increase specular for toon effect seems to look better
# in POV-Ray.
frontDiffuse *= 0.5
if material.pov.diffuse_shader == 'MINNAERT' and Level != 3:
#tabWrite("aoi %.3g\n" % material.darkness)
pass # let's keep things simple for now
if material.pov.diffuse_shader == 'FRESNEL' and Level != 3:
#tabWrite("aoi %.3g\n" % material.diffuse_fresnel_factor)
pass # let's keep things simple for now
if material.pov.diffuse_shader == 'LAMBERT' and Level != 3:
# trying to best match lambert attenuation by that constant brilliance value
if Level == 2:
###########################Specular Shader######################################
# No difference between phong and cook torrence in blender HaHa!
if (material.pov.specular_shader == 'COOKTORR' or
material.pov.specular_shader == 'PHONG'):
tabWrite("phong %.3g\n" % (material.pov.specular_intensity))
tabWrite("phong_size %.3g\n" % (material.pov.specular_hardness /3.14))
# POV-Ray 'specular' keyword corresponds to a Blinn model, without the ior.
elif material.pov.specular_shader == 'BLINN':
# Use blender Blinn's IOR just as some factor for spec intensity
tabWrite("specular %.3g\n" % (material.pov.specular_intensity *
(material.pov.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.pov.specular_shader == 'TOON':
tabWrite("phong %.3g\n" % (material.pov.specular_intensity * 2.0))
# use extreme phong_size
tabWrite("phong_size %.3g\n" % (0.1 + material.pov.specular_toon_smooth / 2.0))
elif material.pov.specular_shader == 'WARDISO':
# find best suited default constant for brilliance Use both phong and
# specular for some values.
tabWrite("specular %.3g\n" % (material.pov.specular_intensity /
(material.pov.specular_slope + 0.0005)))
# find best suited default constant for brilliance Use both phong and
# specular for some values.
tabWrite("roughness %.4g\n" % (0.0005 + material.pov.specular_slope / 10.0))
# find best suited default constant for brilliance Use both phong and
# specular for some values.
tabWrite("brilliance %.4g\n" % (1.8 - material.pov.specular_slope * 1.8))
####################################################################################
elif Level == 1:
if (material.pov.specular_shader == 'COOKTORR' or
material.pov.specular_shader == 'PHONG'):
tabWrite("phong %.3g\n" % (material.pov.specular_intensity/5))
tabWrite("phong_size %.3g\n" % (material.pov.specular_hardness /3.14))
# POV-Ray 'specular' keyword corresponds to a Blinn model, without the ior.
elif material.pov.specular_shader == 'BLINN':
# Use blender Blinn's IOR just as some factor for spec intensity
tabWrite("specular %.3g\n" % (material.pov.specular_intensity *
(material.pov.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.pov.specular_shader == 'TOON':
tabWrite("phong %.3g\n" % (material.pov.specular_intensity * 2.0))
tabWrite("phong_size %.3g\n" % (0.1 + material.pov.specular_toon_smooth / 2.0))
elif material.pov.specular_shader == 'WARDISO':
# find best suited default constant for brilliance Use both phong and
# specular for some values.
tabWrite("specular %.3g\n" % (material.pov.specular_intensity /
(material.pov.specular_slope + 0.0005)))
# find best suited default constant for brilliance Use both phong and
# specular for some values.
tabWrite("roughness %.4g\n" % (0.0005 + material.pov.specular_slope / 10.0))
# find best suited default constant for brilliance Use both phong and
# specular for some values.
tabWrite("brilliance %.4g\n" % (1.8 - material.pov.specular_slope * 1.8))
elif Level == 3:
tabWrite("specular %.3g\n" % ((material.pov.specular_intensity*material.pov.specular_color.v)*5))
tabWrite("roughness %.3g\n" % (1.1/material.pov.specular_hardness))
tabWrite("diffuse %.3g %.3g\n" % (frontDiffuse, backDiffuse))
tabWrite("ambient %.3g\n" % material.pov.ambient)
# POV-Ray blends the global value
#tabWrite("ambient rgb <%.3g, %.3g, %.3g>\n" % \
# tuple([c*material.pov.ambient for c in world.ambient_color]))
tabWrite("emission %.3g\n" % material.pov.emit) # New in POV-Ray 3.7
#POV-Ray just ignores roughness if there's no specular keyword
#tabWrite("roughness %.3g\n" % roughness)
if material.pov.conserve_energy:
# added for more realistic shading. Needs some checking to see if it
# really works. --Maurice.
tabWrite("conserve_energy\n")
if colored_specular_found == True:
# 'phong 70.0 '
if Level != 1:
if material.pov_raytrace_mirror.use:
raytrace_mirror = material.pov_raytrace_mirror
if raytrace_mirror.reflect_factor:
tabWrite("reflection {\n")
tabWrite("rgb <%.3g, %.3g, %.3g>\n" % material.pov.mirror_color[:])
if material.pov.mirror_metallic:
tabWrite("metallic %.3g\n" % (raytrace_mirror.reflect_factor))
# Blurry reflections for UberPOV
if using_uberpov and raytrace_mirror.gloss_factor < 1.0:
#tabWrite("#ifdef(unofficial) #if(unofficial = \"patch\") #if(patch(\"upov-reflection-roughness\") > 0)\n")
tabWrite("roughness %.6f\n" % \
(0.000001/raytrace_mirror.gloss_factor))
#tabWrite("#end #end #end\n") # This and previous comment for backward compatibility, messier pov code
if material.pov.mirror_use_IOR: # WORKING ?
# Removed from the line below: gives a more physically correct
# material but needs proper IOR. --Maurice
tabWrite("fresnel 1 ")
tabWrite("falloff %.3g exponent %.3g} " % \
(raytrace_mirror.fresnel, raytrace_mirror.fresnel_factor))
if material.pov_subsurface_scattering.use:
subsurface_scattering = material.pov_subsurface_scattering
tabWrite("subsurface { translucency <%.3g, %.3g, %.3g> }\n" % (
(subsurface_scattering.radius[0]),
(subsurface_scattering.radius[1]),
(subsurface_scattering.radius[2]),
)
)
if material.pov.irid_enable:
tabWrite("irid { %.4g thickness %.4g turbulence %.4g }" % \
(material.pov.irid_amount, material.pov.irid_thickness,
material.pov.irid_turbulence))
else:
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.pov.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.pov.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)
if material:
special_texture_found = False
for t in material.pov_texture_slots:
idx += 1
# index = material.pov.active_texture_index
slot = material.pov_texture_slots[idx] # [index]
if (tex.type == 'IMAGE' and tex.image) or tex.type != 'IMAGE':
#validPath
if(t and t.use and
(t.use_map_specular or t.use_map_raymir or t.use_map_normal or t.use_map_alpha)):
special_texture_found = True
continue # Some texture found
if special_texture_found or colored_specular_found:
# Level=1 Means No specular nor Mirror reflection
povHasnoSpecularMaps(Level=1)
# Level=3 Means Maximum Spec and Mirror
povHasnoSpecularMaps(Level=3)
"""Translate Blender procedural textures to POV patterns and write to pov file.
Function Patterns can be used to better access sub components of a pattern like
grey values for influence mapping"""
tex=texture
pat = tex.pov
PATname = "PAT_%s"%string_strip_hyphen(bpy.path.clean_name(tex.name))
mappingDif = ("translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>" % \
(pat.tex_mov_x, pat.tex_mov_y, pat.tex_mov_z,
1.0 / pat.tex_scale_x, 1.0 / pat.tex_scale_y, 1.0 / pat.tex_scale_z))
texStrg=""
def exportColorRamp(texture):
tex=texture
colRampStrg="color_map {\n"
numColor=0
for el in tex.color_ramp.elements:
numColor+=1
pos = el.position
col=el.color
colR,colG,colB,colA = col[0],col[1],col[2],1-col[3]
if pat.tex_pattern_type not in {'checker', 'hexagon', 'square', 'triangular', 'brick'} :
colRampStrg+="[%.4g color rgbf<%.4g,%.4g,%.4g,%.4g>] \n"%(pos,colR,colG,colB,colA)
if pat.tex_pattern_type in {'brick','checker'} and numColor < 3:
colRampStrg+="color rgbf<%.4g,%.4g,%.4g,%.4g> \n"%(colR,colG,colB,colA)
if pat.tex_pattern_type == 'hexagon' and numColor < 4 :
colRampStrg+="color rgbf<%.4g,%.4g,%.4g,%.4g> \n"%(colR,colG,colB,colA)
if pat.tex_pattern_type == 'square' and numColor < 5 :
colRampStrg+="color rgbf<%.4g,%.4g,%.4g,%.4g> \n"%(colR,colG,colB,colA)
if pat.tex_pattern_type == 'triangular' and numColor < 7 :
colRampStrg+="color rgbf<%.4g,%.4g,%.4g,%.4g> \n"%(colR,colG,colB,colA)
colRampStrg+="} \n"
#end color map
return colRampStrg
#much work to be done here only defaults translated for now:
#pov noise_generator 3 means perlin noise
Maurice Raybaud
committed
if tex.type not in {'NONE', 'IMAGE'} and pat.tex_pattern_type == 'emulator':
texStrg+="pigment {\n"
####################### EMULATE BLENDER VORONOI TEXTURE ####################
texStrg+="crackle\n"
texStrg+=" offset %.4g\n"%tex.nabla
texStrg+=" form <%.4g,%.4g,%.4g>\n"%(tex.weight_1, tex.weight_2, tex.weight_3)
if tex.distance_metric == 'DISTANCE':
if tex.distance_metric == 'DISTANCE_SQUARED':
texStrg+=" metric 2.5\n"
texStrg+=" poly_wave 2\n"
if tex.distance_metric == 'MINKOVSKY':
texStrg+=" metric %s\n"%tex.minkovsky_exponent
if tex.distance_metric == 'MINKOVSKY_FOUR':
texStrg+=" metric 1\n"
if tex.color_mode == 'POSITION':
texStrg+="solid\n"
if tex.use_color_ramp == True:
texStrg+=exportColorRamp(tex)
else:
texStrg+="color_map {\n"
texStrg+="[0 color rgbt<0,0,0,1>]\n"
texStrg+="[1 color rgbt<1,1,1,0>]\n"
texStrg+="}\n"
####################### EMULATE BLENDER CLOUDS TEXTURE ####################
if tex.noise_type == 'SOFT_NOISE':
texStrg+="wrinkles\n"
texStrg+="scale 0.25\n"
else:
if tex.use_color_ramp == True:
texStrg+=exportColorRamp(tex)
else:
texStrg+="color_map {\n"
texStrg+="[0 color rgbt<0,0,0,1>]\n"
####################### EMULATE BLENDER WOOD TEXTURE ####################
if tex.type == 'WOOD':
if tex.wood_type == 'RINGS':
texStrg+="wood\n"
texStrg+="scale 0.25\n"
if tex.wood_type == 'RINGNOISE':
texStrg+="wood\n"
texStrg+="scale 0.25\n"
texStrg+="turbulence %.4g\n"%(tex.turbulence/100)
if tex.wood_type == 'BANDS':
texStrg+="marble\n"
texStrg+="scale 0.25\n"
texStrg+="rotate <45,-45,45>\n"
if tex.wood_type == 'BANDNOISE':
texStrg+="marble\n"
texStrg+="scale 0.25\n"
texStrg+="rotate <45,-45,45>\n"
texStrg+="turbulence %.4g\n"%(tex.turbulence/10)
if tex.noise_basis_2 == 'SIN':
texStrg+="sine_wave\n"
if tex.noise_basis_2 == 'TRI':
texStrg+="triangle_wave\n"
if tex.noise_basis_2 == 'SAW':
texStrg+="ramp_wave\n"
if tex.use_color_ramp == True:
texStrg+=exportColorRamp(tex)
else:
texStrg+="color_map {\n"
texStrg+="[0 color rgbt<0,0,0,0>]\n"
####################### EMULATE BLENDER STUCCI TEXTURE ####################
texStrg+="bozo\n"
texStrg+="scale 0.25\n"
if tex.noise_type == 'HARD_NOISE':
texStrg+="triangle_wave\n"
if tex.use_color_ramp == True:
texStrg+=exportColorRamp(tex)
else:
texStrg+="color_map {\n"
texStrg+="[0 color rgbf<1,1,1,0>]\n"
texStrg+="[1 color rgbt<0,0,0,1>]\n"
texStrg+="}\n"
else:
if tex.use_color_ramp == True:
texStrg+=exportColorRamp(tex)
else:
texStrg+="color_map {\n"
texStrg+="[0 color rgbf<0,0,0,1>]\n"
texStrg+="[1 color rgbt<1,1,1,0>]\n"
texStrg+="}\n"
####################### EMULATE BLENDER MAGIC TEXTURE ####################
texStrg+="leopard\n"
if tex.use_color_ramp == True:
texStrg+=exportColorRamp(tex)
else:
texStrg+="color_map {\n"
texStrg+="[0 color rgbt<1,1,1,0.5>]\n"
texStrg+="[0.25 color rgbf<0,1,0,0.75>]\n"
texStrg+="[0.5 color rgbf<0,0,1,0.75>]\n"
texStrg+="[0.75 color rgbf<1,0,1,0.75>]\n"
texStrg+="[1 color rgbf<0,1,0,0.75>]\n"
texStrg+="}\n"
####################### EMULATE BLENDER MARBLE TEXTURE ####################
texStrg+="marble\n"
texStrg+="turbulence 0.5\n"
texStrg+="noise_generator 3\n"
texStrg+="scale 0.75\n"
texStrg+="rotate <45,-45,45>\n"
if tex.use_color_ramp == True:
texStrg+=exportColorRamp(tex)
else:
if tex.marble_type == 'SOFT':
texStrg+="color_map {\n"
texStrg+="[0 color rgbt<0,0,0,0>]\n"
texStrg+="[0.05 color rgbt<0,0,0,0>]\n"
texStrg+="[1 color rgbt<0.9,0.9,0.9,0>]\n"
texStrg+="}\n"
elif tex.marble_type == 'SHARP':
texStrg+="color_map {\n"
texStrg+="[0 color rgbt<0,0,0,0>]\n"
texStrg+="[0.025 color rgbt<0,0,0,0>]\n"
texStrg+="[1 color rgbt<0.9,0.9,0.9,0>]\n"
texStrg+="}\n"
else:
texStrg+="[0 color rgbt<0,0,0,0>]\n"
texStrg+="}\n"
if tex.noise_basis_2 == 'SIN':
texStrg+="sine_wave\n"
if tex.noise_basis_2 == 'TRI':
texStrg+="triangle_wave\n"
if tex.noise_basis_2 == 'SAW':
texStrg+="ramp_wave\n"
####################### EMULATE BLENDER BLEND TEXTURE ####################
if tex.type == 'BLEND':
if tex.progression=='RADIAL':
texStrg+="radial\n"
if tex.use_flip_axis=='HORIZONTAL':
texStrg+="rotate x*90\n"
else:
texStrg+="rotate <-90,0,90>\n"
texStrg+="ramp_wave\n"
elif tex.progression=='SPHERICAL':
texStrg+="spherical\n"
texStrg+="scale 3\n"
texStrg+="poly_wave 1\n"
elif tex.progression=='QUADRATIC_SPHERE':
texStrg+="spherical\n"
texStrg+="scale 3\n"
texStrg+=" poly_wave 2\n"
elif tex.progression=='DIAGONAL':
texStrg+="gradient <1,1,0>\n"
texStrg+="scale 3\n"
texStrg+="gradient x\n"
texStrg+="scale 2.01\n"
elif tex.use_flip_axis=='VERTICAL':
texStrg+="gradient y\n"
texStrg+="scale 2.01\n"
#texStrg+="ramp_wave\n"
#texStrg+="frequency 0.5\n"
texStrg+="phase 0.5\n"
if tex.use_color_ramp == True:
texStrg+=exportColorRamp(tex)
else:
texStrg+="color_map {\n"
texStrg+="[0 color rgbt<1,1,1,0>]\n"
texStrg+="[1 color rgbf<0,0,0,1>]\n"
texStrg+="}\n"
texStrg+=" poly_wave 1.5\n"
####################### EMULATE BLENDER MUSGRAVE TEXTURE ####################
# texStrg+="function{ f_ridged_mf( x, y, 0, 1, 2, 9, -0.5, 3,3 )*0.5}\n"
# texStrg+="color_map {\n"
# texStrg+="[0 color rgbf<0,0,0,1>]\n"
# texStrg+="[1 color rgbf<1,1,1,0>]\n"
# texStrg+="}\n"
# simplified for now:
if tex.type == 'MUSGRAVE':
texStrg+="bozo scale 0.25 \n"
if tex.use_color_ramp == True:
texStrg+=exportColorRamp(tex)
texStrg+="color_map {[0.5 color rgbf<0,0,0,1>][1 color rgbt<1,1,1,0>]}ramp_wave \n"
####################### EMULATE BLENDER DISTORTED NOISE TEXTURE ####################
texStrg+="average\n"
texStrg+=" pigment_map {\n"
texStrg+=" [1 bozo scale 0.25 turbulence %.4g\n" %tex.distortion
if tex.use_color_ramp == True:
texStrg+=exportColorRamp(tex)
texStrg+="color_map {\n"
texStrg+="[0 color rgbt<1,1,1,0>]\n"
texStrg+="[1 color rgbf<0,0,0,1>]\n"
texStrg+="}\n"
texStrg+="]\n"
if tex.noise_distortion == 'CELL_NOISE':
texStrg+=" [1 cells scale 0.1\n"
if tex.use_color_ramp == True:
texStrg+=exportColorRamp(tex)
texStrg+="color_map {\n"
texStrg+="[0 color rgbt<1,1,1,0>]\n"
texStrg+="[1 color rgbf<0,0,0,1>]\n"
texStrg+="}\n"
if tex.noise_distortion=='VORONOI_CRACKLE':
texStrg+=" [1 crackle scale 0.25\n"
if tex.use_color_ramp == True:
texStrg+=exportColorRamp(tex)
texStrg+="color_map {\n"
texStrg+="[0 color rgbt<1,1,1,0>]\n"
texStrg+="[1 color rgbf<0,0,0,1>]\n"
texStrg+="}\n"
if tex.noise_distortion in ['VORONOI_F1','VORONOI_F2','VORONOI_F3','VORONOI_F4','VORONOI_F2_F1']:
texStrg+=" [1 crackle metric 2.5 scale 0.25 turbulence %.4g\n" %(tex.distortion/2)
if tex.use_color_ramp == True:
texStrg+=exportColorRamp(tex)
texStrg+="color_map {\n"
texStrg+="[0 color rgbt<1,1,1,0>]\n"
texStrg+="[1 color rgbf<0,0,0,1>]\n"
texStrg+="}\n"
if tex.use_color_ramp == True:
texStrg+=exportColorRamp(tex)
texStrg+="color_map {\n"
texStrg+="[0 color rgbt<1,1,1,0>]\n"
texStrg+="[1 color rgbf<0,0,0,1>]\n"
texStrg+="}\n"
texStrg+="]\n"
texStrg+=" }\n"
####################### EMULATE BLENDER NOISE TEXTURE ####################
texStrg+="cells\n"
texStrg+="turbulence 3\n"
texStrg+="omega 3\n"
if tex.use_color_ramp == True:
texStrg+=exportColorRamp(tex)
texStrg+="color_map {\n"
texStrg+="[0.75 color rgb<0,0,0,>]\n"
texStrg+="[1 color rgb<1,1,1,>]\n"
texStrg+="}\n"
####################### IGNORE OTHER BLENDER TEXTURE ####################
else: #non translated textures
pass
Maurice Raybaud
committed
elif pat.tex_pattern_type != 'emulator':
texStrg+="pigment {\n"
texStrg+="%s\n"%pat.tex_pattern_type
if pat.tex_pattern_type == 'agate':
texStrg+="agate_turb %.4g\n"%pat.modifier_turbulence
if pat.tex_pattern_type in {'spiral1', 'spiral2', 'tiling'}:
if pat.tex_pattern_type == 'quilted':
texStrg+="control0 %s control1 %s\n"%(pat.modifier_control0, pat.modifier_control1)
if pat.tex_pattern_type == 'mandel':
texStrg+="%s exponent %s \n"%(pat.f_iter, pat.f_exponent)
if pat.tex_pattern_type == 'julia':
texStrg+="<%.4g, %.4g> %s exponent %s \n"%(pat.julia_complex_1, pat.julia_complex_2, pat.f_iter, pat.f_exponent)
if pat.tex_pattern_type == 'magnet' and pat.magnet_style == 'mandel':
if pat.tex_pattern_type == 'magnet' and pat.magnet_style == 'julia':
texStrg+="%s julia <%.4g, %.4g> %s\n"%(pat.magnet_type, pat.julia_complex_1, pat.julia_complex_2, pat.f_iter)
texStrg+="interior %s, %.4g\n"%(pat.f_ior, pat.f_ior_fac)
texStrg+="<%s, %s, %s> \n"%(pat.grad_orient_x, pat.grad_orient_y, pat.grad_orient_z)
if pat.tex_pattern_type == 'pavement':
numTiles=pat.pave_tiles
numPattern=1
if pat.pave_sides == '4' and pat.pave_tiles == 3:
if pat.pave_sides == '6' and pat.pave_tiles == 3:
if pat.pave_sides == '3' and pat.pave_tiles == 4:
if pat.pave_sides == '3' and pat.pave_tiles == 5:
if pat.pave_sides == '4' and pat.pave_tiles == 4:
if pat.pave_sides == '6' and pat.pave_tiles == 4:
if pat.pave_sides == '4' and pat.pave_tiles == 5:
if pat.pave_sides == '3' and pat.pave_tiles == 6:
if pat.pave_sides == '6' and pat.pave_tiles == 5:
if pat.pave_sides == '4' and pat.pave_tiles == 6:
if pat.pave_sides == '6' and pat.pave_tiles == 6:
numTiles = 5
texStrg+="number_of_sides %s number_of_tiles %s pattern %s form %s \n"%(pat.pave_sides, numTiles, numPattern, pat.pave_form)
################ functions #####################################################################################################
texStrg+="{ %s"%pat.func_list
texStrg+="(x"
if pat.func_plus_x != "NONE":
if pat.func_plus_x =='increase':
if pat.func_plus_x =='plus':
texStrg+="+"
texStrg+="%.4g"%pat.func_x
texStrg+=",y"
if pat.func_plus_y != "NONE":
if pat.func_plus_y =='increase':
if pat.func_plus_y =='plus':
texStrg+="+"
texStrg+="%.4g"%pat.func_y
texStrg+=",z"
if pat.func_plus_z != "NONE":
if pat.func_plus_z =='increase':
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if pat.func_plus_z =='plus':
texStrg+="+"
texStrg+="%.4g"%pat.func_z
sort = -1
if pat.func_list in {"f_comma","f_crossed_trough","f_cubic_saddle","f_cushion","f_devils_curve",
"f_enneper","f_glob","f_heart","f_hex_x","f_hex_y","f_hunt_surface",
"f_klein_bottle","f_kummer_surface_v1","f_lemniscate_of_gerono","f_mitre",
"f_nodal_cubic","f_noise_generator","f_odd","f_paraboloid","f_pillow",
"f_piriform","f_quantum","f_quartic_paraboloid","f_quartic_saddle",
"f_sphere","f_steiners_roman","f_torus_gumdrop","f_umbrella"}:
sort = 0
if pat.func_list in {"f_bicorn","f_bifolia","f_boy_surface","f_superellipsoid","f_torus"}:
sort = 1
if pat.func_list in {"f_ellipsoid","f_folium_surface","f_hyperbolic_torus",
"f_kampyle_of_eudoxus","f_parabolic_torus","f_quartic_cylinder","f_torus2"}:
sort = 2
if pat.func_list in {"f_blob2","f_cross_ellipsoids","f_flange_cover","f_isect_ellipsoids",
"f_kummer_surface_v2","f_ovals_of_cassini","f_rounded_box","f_spikes_2d","f_strophoid"}:
sort = 3
if pat.func_list in {"f_algbr_cyl1","f_algbr_cyl2","f_algbr_cyl3","f_algbr_cyl4","f_blob","f_mesh1","f_poly4","f_spikes"}:
sort = 4
if pat.func_list in {"f_devils_curve_2d","f_dupin_cyclid","f_folium_surface_2d","f_hetero_mf","f_kampyle_of_eudoxus_2d",
"f_lemniscate_of_gerono_2d","f_polytubes","f_ridge","f_ridged_mf","f_spiral","f_witch_of_agnesi"}:
sort = 5
if pat.func_list in {"f_helix1","f_helix2","f_piriform_2d","f_strophoid_2d"}:
sort = 6
if pat.func_list == "f_helical_torus":
sort = 7
if sort > -1:
texStrg+=",%.4g"%pat.func_P0
if sort > 0:
texStrg+=",%.4g"%pat.func_P1
if sort > 1:
texStrg+=",%.4g"%pat.func_P2
if sort > 2:
texStrg+=",%.4g"%pat.func_P3
if sort > 3:
texStrg+=",%.4g"%pat.func_P4
if sort > 4:
texStrg+=",%.4g"%pat.func_P5
if sort > 5:
texStrg+=",%.4g"%pat.func_P6
if sort > 6:
texStrg+=",%.4g"%pat.func_P7
texStrg+=",%.4g"%pat.func_P8
texStrg+=",%.4g"%pat.func_P9
texStrg+=")}\n"
############## end functions ###############################################################
if pat.tex_pattern_type not in {'checker', 'hexagon', 'square', 'triangular', 'brick'}:
texStrg+="color_map {\n"
numColor=0
if tex.use_color_ramp == True:
for el in tex.color_ramp.elements:
numColor+=1
pos = el.position
col=el.color
colR,colG,colB,colA = col[0],col[1],col[2],1-col[3]
if pat.tex_pattern_type not in {'checker', 'hexagon', 'square', 'triangular', 'brick'} :
texStrg+="[%.4g color rgbf<%.4g,%.4g,%.4g,%.4g>] \n"%(pos,colR,colG,colB,colA)
if pat.tex_pattern_type in {'brick','checker'} and numColor < 3:
texStrg+="color rgbf<%.4g,%.4g,%.4g,%.4g> \n"%(colR,colG,colB,colA)
if pat.tex_pattern_type == 'hexagon' and numColor < 4 :
texStrg+="color rgbf<%.4g,%.4g,%.4g,%.4g> \n"%(colR,colG,colB,colA)
if pat.tex_pattern_type == 'square' and numColor < 5 :
texStrg+="color rgbf<%.4g,%.4g,%.4g,%.4g> \n"%(colR,colG,colB,colA)
if pat.tex_pattern_type == 'triangular' and numColor < 7 :
texStrg+="color rgbf<%.4g,%.4g,%.4g,%.4g> \n"%(colR,colG,colB,colA)
else:
texStrg+="[0 color rgbf<0,0,0,1>]\n"
texStrg+="[1 color rgbf<1,1,1,0>]\n"
if pat.tex_pattern_type not in {'checker', 'hexagon', 'square', 'triangular', 'brick'} :
texStrg+="} \n"
if pat.tex_pattern_type == 'brick':
texStrg+="brick_size <%.4g, %.4g, %.4g> mortar %.4g \n"%(pat.brick_size_x, pat.brick_size_y, pat.brick_size_z, pat.brick_mortar)
texStrg+="%s \n"%mappingDif
texStrg+="rotate <%.4g,%.4g,%.4g> \n"%(pat.tex_rot_x, pat.tex_rot_y, pat.tex_rot_z)
texStrg+="turbulence <%.4g,%.4g,%.4g> \n"%(pat.warp_turbulence_x, pat.warp_turbulence_y, pat.warp_turbulence_z)
texStrg+="octaves %s \n"%pat.modifier_octaves
texStrg+="lambda %.4g \n"%pat.modifier_lambda
texStrg+="omega %.4g \n"%pat.modifier_omega
texStrg+="frequency %.4g \n"%pat.modifier_frequency
def writeTextureInfluence(mater, materialNames, LocalMaterialNames, path_image, lampCount,
imageFormat, imgMap, imgMapTransforms, tabWrite, comments,
Maurice Raybaud
committed
string_strip_hyphen, safety, col, os, preview_dir, unpacked_images):
"""Translate Blender texture influences to various POV texture tricks and write to pov file."""
trans = 1.0 - mater.pov.alpha
if ((mater.specular_color.s == 0.0) or (mater.pov.diffuse_shader == 'MINNAERT')):
# No layered texture because of aoi pattern used for minnaert and pov can't layer patterned
colored_specular_found = False
else:
colored_specular_found = True
if mater.pov.use_transparency and mater.pov.transparency_method == 'RAYTRACE':
povFilter = mater.pov_raytrace_transparency.filter * (1.0 - mater.pov.alpha)
trans = (1.0 - mater.pov.alpha) - povFilter
##############SF
texturesDif = ""
texturesSpec = ""
texturesNorm = ""
texturesAlpha = ""
#proceduralFlag=False
for t in mater.pov_texture_slots:
idx = -1
for t in mater.pov_texture_slots:
idx += 1
# index = mater.pov.active_texture_index
povtex = slot.name
tex = bpy.data.textures[povtex]
# 'NONE' ('NONE' type texture is different from no texture covered above)
if (tex.type == 'NONE' and tex.pov.tex_pattern_type == 'emulator'):
continue # move to next slot
# PROCEDURAL
proceduralFlag=True
image_filename = "PAT_%s"%string_strip_hyphen(bpy.path.clean_name(tex.name))
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 # UNUSED
#was the above used? --MR
t_nor = t
if t.use_map_alpha:
texturesAlpha = image_filename
# colvalue = t.alpha_factor * 10.0 # UNUSED
#was the above used? --MR
t_alpha = t
elif (tex.type == 'IMAGE' and tex.image and tex.pov.tex_pattern_type == 'emulator'):
proceduralFlag=False
#PACKED
if tex.image.packed_file:
orig_image_filename=tex.image.filepath_raw
unpackedfilename= os.path.join(preview_dir,("unpacked_img_"+(string_strip_hyphen(bpy.path.clean_name(tex.name)))))
if not os.path.exists(unpackedfilename):
# record which images that were newly copied and can be safely
# cleaned up
tex.image.filepath_raw=unpackedfilename
tex.image.save()
image_filename = unpackedfilename.replace("\\","/")
# .replace("\\","/") to get only forward slashes as it's what POV prefers,
# even on windows
#FILE
else:
# IMAGE SEQUENCE BEGINS
if image_filename:
if bpy.data.images[tex.image.name].source == 'SEQUENCE':
korvaa = "." + str(tex.image_user.frame_offset + 1).zfill(3) + "."
image_filename = image_filename.replace(".001.", korvaa)
print(" seq debug ")
print(image_filename)
# IMAGE SEQUENCE ENDS
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 # UNUSED
#was the above used? --MR
t_nor = t
if t.use_map_alpha:
texturesAlpha = image_filename
# colvalue = t.alpha_factor * 10.0 # UNUSED
#was the above used? --MR
t_alpha = t
####################################################################################
Maurice Raybaud
committed
tabWrite("\n")
# THIS AREA NEEDS TO LEAVE THE TEXTURE OPEN UNTIL ALL MAPS ARE WRITTEN DOWN.
# --MR
currentMatName = string_strip_hyphen(materialNames[mater.name])
LocalMaterialNames.append(currentMatName)
Maurice Raybaud
committed
tabWrite("\n#declare MAT_%s = \ntexture{\n" % currentMatName)
################################################################################
Maurice Raybaud
committed
tabWrite("%s\n" % mater.pov.replacement_text)
#################################################################################
tabWrite("\n")
tabWrite("aoi\n")
tabWrite("texture_map {\n")
tabWrite("[%.3g finish {diffuse %.3g}]\n" % \
(mater.darkness / 2.0, 2.0 - mater.darkness))
tabWrite("[%.3g\n" % (1.0 - (mater.darkness / 2.0)))
# 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 - mater.diffuse_fresnel) / 5,
(mater.diffuse_intensity *
((5.0 - mater.diffuse_fresnel_factor) / 5))))
tabWrite("[%.3g\n" % ((mater.diffuse_fresnel_factor / 5) *
(mater.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")
mappingSpec =imgMapTransforms(t_spec)
tabWrite("function{f%s(x,y,z).grey}\n" %texturesSpec)
tabWrite("%s\n" % mappingSpec)
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")
mappingAlpha = imgMapTransforms(t_alpha)
tabWrite("function{f%s(x,y,z).transmit}%s\n" %(texturesAlpha, mappingAlpha))
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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")
else:
tabWrite("pigment {rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>}\n" % \
(col[0], col[1], col[2], povFilter, trans))
if texturesSpec != "":
# Level 1 is no specular
tabWrite("finish {%s}\n" % (safety(material_finish, Level=1)))
else:
# Level 2 is translated spec
tabWrite("finish {%s}\n" % (safety(material_finish, Level=2)))
else:
mappingDif = imgMapTransforms(t_dif)