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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 bpy
import subprocess
import os
import sys
import time
import math
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from math import atan, pi, degrees, sqrt
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import platform as pltfrm
if pltfrm.architecture()[0] == '64bit':
    bitness = 64
else:
    bitness = 32

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##############################SF###########################
##############find image texture 
def splitExt(path):
    dotidx = path.rfind('.')
    if dotidx == -1:
        return path, ''
    else:
        return (path[dotidx:]).upper().replace('.','')

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def imageFormat(imgF):
    ext = ""
    ext_orig = splitExt(imgF)
    if ext_orig == 'JPG' or ext_orig == 'JPEG': ext='jpeg'
    if ext_orig == 'GIF': ext = 'gif'
    if ext_orig == 'TGA': ext = 'tga'
    if ext_orig == 'IFF': ext = 'iff'
    if ext_orig == 'PPM': ext = 'ppm'
    if ext_orig == 'PNG': ext = 'png'
    if ext_orig == 'SYS': ext = 'sys' 
    if ext_orig in ('TIFF', 'TIF'): ext = 'tiff'
    if ext_orig == 'EXR': ext = 'exr'#POV3.7 Only! 
    if ext_orig == 'HDR': ext = 'hdr'#POV3.7 Only! --MR
    print(imgF)
    if not ext: print(' WARNING: texture image  format not supported ') # % (imgF , '')) #(ext_orig)))
    return ext

def imgMap(ts):
    image_map=''
    if ts.mapping=='FLAT':image_map= ' map_type 0 ' 
    if ts.mapping=='SPHERE':image_map= ' map_type 1 '# map_type 7 in megapov
    if ts.mapping=='TUBE':image_map= ' map_type 2 '
    #if ts.mapping=='?':image_map= ' map_type 3 '# map_type 3 and 4 in development (?) for Povray, currently they just seem to default back to Flat (type 0)
    #if ts.mapping=='?':image_map= ' map_type 4 '# map_type 3 and 4 in development (?) for Povray, currently they just seem to default back to Flat (type 0)
    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?)
    #if image_map=='': print(' No texture image  found ')
    return image_map

def imgMapBG(wts):
    image_mapBG=''
    if wts.texture_coords== 'VIEW':image_mapBG= ' map_type 0 ' #texture_coords refers to the mapping of world textures
    if wts.texture_coords=='ANGMAP':image_mapBG= ' map_type 1 '
    if 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 image_mapBG

def splitFile(path):
    idx = path.rfind('/')
    if idx == -1:
        idx = path.rfind('\\')
    return path[idx:].replace("/", "").replace("\\", "")

def splitPath(path):
    idx = path.rfind('/')
    if idx == -1:
        return path, ''
    else:
        return path[:idx]

def findInSubDir(filename, subdirectory=''):
    pahFile=''
    if subdirectory:
        path = subdirectory
    else:
        path = os.getcwd()
    try:
        for root, dirs, names in os.walk(path):
            if filename in names:
                pahFile = os.path.join(root, filename)
        return pahFile
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    except OSError:
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def path_image(image):
    import os
    fn = bpy.path.abspath(image)
    fn_strip = os.path.basename(fn)
    if not os.path.isfile(fn):
        fn=(findInSubDir(splitFile(fn),splitPath(bpy.data.filepath)))
        ()
    return fn

##############end find image texture 

def splitHyphen(name):
    hyphidx = name.find('-')
    if hyphidx == -1:
        return name
    else:
        return (name[hyphidx:]).replace('-','')
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##############safety string name material
def safety(name, Level):
    # 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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    try:
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        if int(name) > 0:
            prefix='shader'
    except:
        prefix = ''
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    prefix='shader_'
    if Level == 2:
        return prefix+name
    elif Level == 1:
        return prefix+name+'0'#used for 0 of specular map
    elif Level == 3:
        return prefix+name+'1'#used for 1 of specular map

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##############end safety string name material
##############################EndSF###########################
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def write_pov(filename, scene=None, info_callback=None):
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    file = open(filename, 'w')

    # 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 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)
            i += 1
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        return name

    def writeMatrix(matrix):
        file.write('\tmatrix <%.6f, %.6f, %.6f,  %.6f, %.6f, %.6f,  %.6f, %.6f, %.6f,  %.6f, %.6f, %.6f>\n' %\
        (matrix[0][0], matrix[0][1], matrix[0][2], matrix[1][0], matrix[1][1], matrix[1][2], matrix[2][0], matrix[2][1], matrix[2][2], matrix[3][0], matrix[3][1], matrix[3][2]))

    def writeObjectMaterial(material):
        
        # 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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        if material: #and material.transparency_method == 'RAYTRACE':#Commented out: always write IOR to be able to use it for SSS, Fresnel reflections...
            #But there can be only one!
            if material.subsurface_scattering.use:#SSS IOR get highest priority
                file.write('\tinterior {\n\t\tior %.6f\n' % material.subsurface_scattering.ior)
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            elif material.pov_mirror_use_IOR:#Then the raytrace IOR taken from raytrace transparency properties and used for reflections if IOR Mirror option is checked
                file.write('\tinterior {\n\t\tior %.6f\n' % material.raytrace_transparency.ior)
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            else:
                file.write('\tinterior {\n\t\tior %.6f\n' % material.raytrace_transparency.ior)
                
            pov_fake_caustics = False
            pov_photons_refraction = False
            pov_photons_reflection = False
                pov_fake_caustics = False
                pov_photons_refraction = False
                pov_photons_reflection = True #should respond only to proper checkerbox
                pov_fake_caustics = True
                pov_photons_refraction = False
                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:
                    file.write('\t\tcaustics %.3g\n' % material.pov_fake_caustics_power)
                    file.write('\t\tdispersion %.3g\n' % material.pov_photons_dispersion) #Default of 1 means no dispersion
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            # Other interior args
            # if material.use_transparency and material.transparency_method == 'RAYTRACE':
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            # fade_distance 2
            # fade_power [Value]
            # fade_color

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            # (variable) dispersion_samples (constant count for now)
            file.write('\t}\n')
            if pov_photons_refraction or pov_photons_reflection:
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                file.write('\tphotons{\n')
                file.write('\t\ttarget\n')
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                    file.write('\t\trefraction on\n')
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                    file.write('\t\treflection on\n')
                file.write('\t}\n')
                
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    materialNames = {}
    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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        ##################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):
                file.write('#declare %s = finish {\n' % safety(name, Level = 2))
                file.write('#declare %s = finish {\n' % safety(name, Level = 1))
                file.write('#declare %s = finish {\n' % safety(name, Level = 3))
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            if material:
                #Povray 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
                if material.pov_conserve_energy:

                    #Total should not go above one
                    if (frontDiffuse + backDiffuse) <= 1.0:
                        pass
                    elif frontDiffuse==backDiffuse:
                        frontDiffuse = backDiffuse = 0.5 # Try to respect the user's "intention" by comparing the two values but bringing the total back to one
                    elif frontDiffuse>backDiffuse:       # Let the highest value stay the highest value
                        backDiffuse = 1-(1-frontDiffuse)
                    else:
                        frontDiffuse = 1-(1-backDiffuse)
                    

                # 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
                roughness *= 0.1 
                # add a small value because 0.0 is invalid
                roughness += (1 / 511.0)

                #####################################Diffuse Shader######################################
                if material.diffuse_shader == 'OREN_NAYAR' and Level != 3:
                    file.write('\tbrilliance %.3g\n' % (0.9+material.roughness))#blender roughness is what is generally called oren nayar Sigma, and brilliance in povray

                if material.diffuse_shader == 'TOON' and Level != 3:
                    file.write('\tbrilliance %.3g\n' % (0.01+material.diffuse_toon_smooth*0.25))
                    frontDiffuse*=0.5 #Lower diffuse and increase specular for toon effect seems to look better in povray
                if material.diffuse_shader == 'MINNAERT' and Level != 3:
                    #file.write('\taoi %.3g\n' % material.darkness)
                    pass #let's keep things simple for now
                if material.diffuse_shader == 'FRESNEL' and Level != 3:
                    #file.write('\taoi %.3g\n' % material.diffuse_fresnel_factor)
                    pass #let's keep things simple for now
                if material.diffuse_shader == 'LAMBERT' and Level != 3:
                    file.write('\tbrilliance 1.8\n') #trying to best match lambert attenuation by that constant brilliance value

                if Level == 2:   
                    ####################################Specular Shader######################################
                    if material.specular_shader == 'COOKTORR' or material.specular_shader == 'PHONG':#No difference between phong and cook torrence in blender HaHa!
                        file.write('\tphong %.3g\n' % (material.specular_intensity))
                        file.write('\tphong_size %.3g\n'% (material.specular_hardness / 2 + 0.25)) 

                    if material.specular_shader == 'BLINN':#Povray "specular" keyword corresponds to a Blinn model, without the ior.
                        file.write('\tspecular %.3g\n' % (material.specular_intensity * (material.specular_ior/4))) #Use blender Blinn's IOR just as some factor for spec intensity
                        file.write('\troughness %.3g\n' % roughness) 
                        #Could use brilliance 2(or varying around 2 depending on ior or factor) too.


                    if material.specular_shader == 'TOON':
                        file.write('\tphong %.3g\n' % (material.specular_intensity * 2))
                        file.write('\tphong_size %.3g\n' % (0.1+material.specular_toon_smooth / 2)) #use extreme phong_size


                    if material.specular_shader == 'WARDISO':
                        file.write('\tspecular %.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.
                        file.write('\troughness %.4g\n' % (0.0005+material.specular_slope/10)) #find best suited default constant for brilliance Use both phong and specular for some values.
                        file.write('\tbrilliance %.4g\n' % (1.8-material.specular_slope*1.8)) #find best suited default constant for brilliance Use both phong and specular for some values.
                        

                    
                    #########################################################################################
                elif Level == 1:
                    file.write('\tspecular 0\n')
                elif Level == 3:
                    file.write('\tspecular 1\n')
                file.write('\tdiffuse %.3g %.3g\n' % (frontDiffuse, backDiffuse))
                file.write('\tambient %.3g\n' % material.ambient)
                #file.write('\tambient rgb <%.3g, %.3g, %.3g>\n' % tuple([c*material.ambient for c in world.ambient_color])) # povray blends the global value
                file.write('\temission %.3g\n' % material.emit) #New in povray 3.7
                #file.write('\troughness %.3g\n' % roughness) #povray just ignores roughness if there's no specular keyword
                if material.pov_conserve_energy:
                    file.write('\tconserve_energy\n')#added for more realistic shading. Needs some checking to see if it really works. --Maurice.

                # 'phong 70.0 '
                if Level != 1:
                    if material.raytrace_mirror.use:
                        raytrace_mirror = material.raytrace_mirror
                        if raytrace_mirror.reflect_factor:
                            file.write('\treflection {\n')
                            file.write('\t\trgb <%.3g, %.3g, %.3g>' % tuple(material.mirror_color))
                            if material.pov_mirror_metallic:
                                file.write('\t\tmetallic %.3g' % (raytrace_mirror.reflect_factor))
                            if material.pov_mirror_use_IOR: #WORKING ?
                                file.write('\t\tfresnel 1 ')#Removed from the line below: gives a more physically correct material but needs proper IOR. --Maurice
                            file.write('\t\tfalloff %.3g exponent %.3g} ' % (raytrace_mirror.fresnel, raytrace_mirror.fresnel_factor))

                if material.subsurface_scattering.use:
                    subsurface_scattering = material.subsurface_scattering
                    file.write('\tsubsurface { <%.3g, %.3g, %.3g>, <%.3g, %.3g, %.3g> }\n' % (sqrt(subsurface_scattering.radius[0])*1.5, sqrt(subsurface_scattering.radius[1])*1.5, sqrt(subsurface_scattering.radius[2])*1.5, 1-subsurface_scattering.color[0], 1-subsurface_scattering.color[1], 1-subsurface_scattering.color[2]))

                if material.pov_irid_enable:
                    file.write('\tirid { %.4g thickness %.4g turbulence %.4g }' % (material.pov_irid_amount, material.pov_irid_thickness, material.pov_irid_turbulence))
            else:
                file.write('\tdiffuse 0.8\n')
                file.write('\tphong 70.0\n')
                #file.write('\tspecular 0.2\n')
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            # This is written into the object
            '''
            if material and material.transparency_method=='RAYTRACE':
                'interior { ior %.3g} ' % material.raytrace_transparency.ior
            '''
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            #file.write('\t\t\tcrand 1.0\n') # Sand granyness
            #file.write('\t\t\tmetallic %.6f\n' % material.spec)
            #file.write('\t\t\tphong %.6f\n' % material.spec)
            #file.write('\t\t\tphong_size %.6f\n' % material.spec)
            #file.write('\t\t\tbrilliance %.6f ' % (material.specular_hardness/256.0) # Like hardness
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        # Level=1 Means No specular nor Mirror reflection
        povHasnoSpecularMaps(Level=1)
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        # Level=2 Means translation of spec and mir levels for when no map influences them
        povHasnoSpecularMaps(Level=2)
        # Level=3 Means Maximum Spec and Mirror
        povHasnoSpecularMaps(Level=3)
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    def exportCamera():
        camera = scene.camera
        
        # 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
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        # compute resolution
        Qsize = float(render.resolution_x) / float(render.resolution_y)
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        file.write('#declare camLocation  = <%.6f, %.6f, %.6f>;\n' % (matrix[3][0], matrix[3][1], matrix[3][2]))
        file.write('#declare camLookAt = <%.6f, %.6f, %.6f>;\n' % tuple([degrees(e) for e in matrix.rotation_part().to_euler()]))
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        file.write('camera {\n')
        if scene.pov_baking_enable and active_object and active_object.type=='MESH':
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            file.write('\tmesh_camera{ 1 3\n') # distribution 3 is what we want here
            file.write('\t\tmesh{%s}\n' % active_object.name)
            file.write('\t}\n')
            file.write('location <0,0,.01>')
            file.write('direction <0,0,-1>')
        # Using standard camera otherwise
        else:
            file.write('\tlocation  <0, 0, 0>\n')
            file.write('\tlook_at  <0, 0, -1>\n')
            file.write('\tright <%s, 0, 0>\n' % - Qsize)
            file.write('\tup <0, 1, 0>\n')
            file.write('\tangle  %f \n' % (360.0 * atan(16.0 / camera.data.lens) / pi))

            file.write('\trotate  <%.6f, %.6f, %.6f>\n' % tuple([degrees(e) for e in matrix.rotation_part().to_euler()]))
            file.write('\ttranslate <%.6f, %.6f, %.6f>\n' % (matrix[3][0], matrix[3][1], matrix[3][2]))
            if focal_point != 0:
                file.write('\taperture 0.25\n') # fixed blur amount for now to do, add slider a button? 
                file.write('\tblur_samples 96 128\n')
                file.write('\tvariance 1/10000\n')
                file.write('\tfocal_point <0, 0, %f>\n' % focal_point)
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        file.write('}\n')

    def exportLamps(lamps):
        # Get all lamps
        for ob in lamps:
            lamp = ob.data

            matrix = global_matrix * ob.matrix_world
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            color = tuple([c * lamp.energy *2 for c in lamp.color]) # Colour is modified by energy #muiltiplie by 2 for a better match --Maurice
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            file.write('light_source {\n')
            file.write('\t< 0,0,0 >\n')
            file.write('\tcolor rgb<%.3g, %.3g, %.3g>\n' % color)

            if lamp.type == 'POINT': # Point Lamp
                pass
            elif lamp.type == 'SPOT': # Spot
                file.write('\tspotlight\n')

                # Falloff is the main radius from the centre line
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                file.write('\tfalloff %.2f\n' % (degrees(lamp.spot_size) / 2.0)) # 1 TO 179 FOR BOTH
                file.write('\tradius %.6f\n' % ((degrees(lamp.spot_size) / 2.0) * (1.0 - lamp.spot_blend)))
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                # Blender does not have a tightness equivilent, 0 is most like blender default.
                file.write('\ttightness 0\n') # 0:10f

                file.write('\tpoint_at  <0, 0, -1>\n')
            elif lamp.type == 'SUN':
                file.write('\tparallel\n')
                file.write('\tpoint_at  <0, 0, -1>\n') # *must* be after 'parallel'

            elif lamp.type == 'AREA':
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                file.write('\tfade_distance %.6f\n' % (lamp.distance / 5) )
                file.write('\tfade_power %d\n' % 2) #  Area lights have no falloff type, so always use blenders lamp quad equivalent for those?
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                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

                file.write('\tarea_light <%d,0,0>,<0,0,%d> %d, %d\n' % (size_x, size_y, samples_x, samples_y))
                if lamp.shadow_ray_sample_method == 'CONSTANT_JITTERED':
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                    if lamp.jitter:
                        file.write('\tjitter\n')
                else:
                    file.write('\tadaptive 1\n')
                    file.write('\tjitter\n')

            if lamp.type == 'HEMI':#HEMI never has any shadow attribute
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                file.write('\tshadowless\n')
            elif lamp.shadow_method == 'NOSHADOW':
                    file.write('\tshadowless\n')
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            if lamp.type != 'SUN' and lamp.type!='AREA' and lamp.type!='HEMI':#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.
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                file.write('\tfade_distance %.6f\n' % (lamp.distance / 5) )
                if lamp.falloff_type == 'INVERSE_SQUARE':
                    file.write('\tfade_power %d\n' % 2) # Use blenders lamp quad equivalent
                elif lamp.falloff_type == 'INVERSE_LINEAR':
                    file.write('\tfade_power %d\n' % 1) # Use blenders lamp linear
                elif lamp.falloff_type == 'CONSTANT': #Supposing using no fade power keyword would default to constant, no attenuation.
                    pass
                elif lamp.falloff_type == 'CUSTOM_CURVE': #Using Custom curve for fade power 3 for now.
                    file.write('\tfade_power %d\n' % 4)

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            writeMatrix(matrix)

            file.write('}\n')
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##################################################################################################################################
#Wip to be Used for fresnel, but not tested yet.
##################################################################################################################################
##    lampLocation=[0,0,0]
##    lampRotation=[0,0,0]
##    lampDistance=0.00
##    averageLampLocation=[0,0,0]
##    averageLampRotation=[0,0,0]
##    averageLampDistance=0.00
##    lamps=[]
##    for l in scene.objects:
##        if l.type == 'LAMP':#get all lamps
##            lamps += [l]
##    for ob in lamps:
##        lamp = ob.data
##        lampLocation[0]+=ob.location[0]
##        lampLocation[1]+=ob.location[1]
##        lampLocation[2]+=ob.location[2]
##        lampRotation[0]+=ob.rotation_euler[0]
##        lampRotation[1]+=ob.rotation_euler[1]
##        lampRotation[2]+=ob.rotation_euler[2]
##        lampDistance+=ob.data.distance
##        averageLampRotation[0]=lampRotation[0] / len(lamps)#create an average direction for all lamps.
##        averageLampRotation[1]=lampRotation[1] / len(lamps)#create an average direction for all lamps.
##        averageLampRotation[2]=lampRotation[2] / len(lamps)#create an average direction for all lamps.
##
##        averageLampLocation[0]=lampLocation[0] / len(lamps)#create an average position for all lamps.
##        averageLampLocation[1]=lampLocation[1] / len(lamps)#create an average position for all lamps.
##        averageLampLocation[2]=lampLocation[2] / len(lamps)#create an average position for all lamps.
##        
##        averageLampDistance=lampDistance / len(lamps)#create an average distance for all lamps.
##    file.write('\n#declare lampTarget= vrotate(<%.4g,%.4g,%.4g>,<%.4g,%.4g,%.4g>);' % (-(averageLampLocation[0]-averageLampDistance), -(averageLampLocation[1]-averageLampDistance), -(averageLampLocation[2]-averageLampDistance), averageLampRotation[0], averageLampRotation[1], averageLampRotation[2]))
##    #v(A,B) rotates vector A about origin by vector B.    
##
####################################################################################################################################
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    def exportMeta(metas):

        # TODO - blenders 'motherball' naming is not supported.

        for ob in metas:
            meta = ob.data
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            importance=ob.pov_importance_value              
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