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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
import platform as pltfrm
if pltfrm.architecture()[0] == '64bit':
bitness = 64
else:
bitness = 32
##############################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
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
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def splitHyphen(name):
hyphidx = name.find('-')
if hyphidx == -1:
return name
else:
return (name[hyphidx:]).replace('-','')
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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if int(name) > 0:
prefix='shader'
except:
prefix = ''
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name = splitHyphen(name)
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###########################
def write_pov(filename, scene=None, info_callback=None):
import mathutils
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')
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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name = splitHyphen(name)
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):
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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
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
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file.write('\tinterior {\n\t\tior %.6f\n' % material.subsurface_scattering.ior)
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
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file.write('\tinterior {\n\t\tior %.6f\n' % material.raytrace_transparency.ior)
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file.write('\tinterior {\n\t\tior %.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_refraction_type=="0":
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pov_fake_caustics = False
pov_photons_refraction = False
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pov_photons_reflection = True #should respond only to proper checkerbox
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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
#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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file.write('\t\tcaustics %.3g\n' % material.pov_fake_caustics_power)
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if pov_photons_refraction:
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file.write('\t\tdispersion %.3g\n' % material.pov_photons_dispersion) #Default of 1 means no dispersion
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#TODO
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# if material.use_transparency and material.transparency_method == 'RAYTRACE':
# fade_distance 2
# fade_power [Value]
# fade_color
# (variable) dispersion_samples (constant count for now)
file.write('\t}\n')
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if pov_photons_refraction or pov_photons_reflection:
file.write('\tphotons{\n')
file.write('\t\ttarget\n')
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if pov_photons_refraction:
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if pov_photons_reflection:
file.write('\t\treflection on\n')
file.write('\t}\n')
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)
##################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))
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######################################
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# Not used for Full spec (Level=3) of the 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:
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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')
# This is written into the object
'''
if material and material.transparency_method=='RAYTRACE':
'interior { ior %.3g} ' % material.raytrace_transparency.ior
'''
#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
# Level=1 Means No specular nor Mirror reflection
povHasnoSpecularMaps(Level=1)
# 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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# DH disabled for now, this isn't the correct context
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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)
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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if scene.pov_baking_enable and active_object and active_object.type=='MESH':
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)
file.write('}\n')
def exportLamps(lamps):
# Get all lamps
for ob in lamps:
lamp = ob.data
matrix = global_matrix * ob.matrix_world
color = tuple([c * lamp.energy *2 for c in lamp.color]) # Colour is modified by energy #muiltiplie by 2 for a better match --Maurice
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
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)))
# 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':
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?
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))
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if lamp.shadow_ray_sample_method == 'CONSTANT_JITTERED':
if lamp.jitter:
file.write('\tjitter\n')
else:
file.write('\tadaptive 1\n')
file.write('\tjitter\n')
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if lamp.type == 'HEMI':#HEMI never has any shadow attribute
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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.
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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##################################################################################################################################
#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.
##
####################################################################################################################################
def exportMeta(metas):
# TODO - blenders 'motherball' naming is not supported.
for ob in metas:
meta = ob.data
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