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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):
    
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        ext = ''
    
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        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)
    
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        if ts.texture.use_interpolation: image_map+= ' interpolate 2 '
    
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        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 '
    
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        if wts.texture.use_interpolation: image_mapBG+= ' interpolate 2 '
    
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        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('\\')
    
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        return path[idx:].replace('/', '').replace('\\', '')
    
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    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 setTab(tabtype, spaces):
        TabStr = ''
        if tabtype == '0':
            TabStr = ''
        elif tabtype == '1': 
            TabStr = '\t'
        elif tabtype == '2':
            TabStr = spaces * ' '
        return TabStr
    
    
    
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    def write_pov(filename, scene=None, info_callback=None):
    
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        #file = filename
        file = open(filename.name, 'w')
    
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        # 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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        Tab = setTab(scene.pov_indentation_character, scene.pov_indentation_spaces)
        
    
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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
    
    
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        def fileWriteTab(Tabcount, str_o):
            if Tabcount >= 1: file.write('%s' % Tab*Tabcount)
            file.write(str_o)
    
    
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        def writeMatrix(matrix):
    
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            fileWriteTab(1, 'matrix <%.6f, %.6f, %.6f,  %.6f, %.6f, %.6f,  %.6f, %.6f, %.6f,  %.6f, %.6f, %.6f>\n' %\
    
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            (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
    
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                    fileWriteTab(1, 'interior {\n')
                    fileWriteTab(2, 'ior %.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
    
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                    fileWriteTab(1, 'interior {\n')
                    fileWriteTab(2, 'ior %.6f\n' % material.raytrace_transparency.ior)
    
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                else:
    
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                    fileWriteTab(1, 'interior {\n')
                    fileWriteTab(2, 'ior %.6f\n' % material.raytrace_transparency.ior)
    
                    
                pov_fake_caustics = False
                pov_photons_refraction = False
                pov_photons_reflection = False
                    
    
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                if material.pov_refraction_type=='0':
    
                    pov_fake_caustics = False
                    pov_photons_refraction = False
    
                    pov_photons_reflection = True #should respond only to proper checkerbox
    
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                elif material.pov_refraction_type=='1':
    
                    pov_fake_caustics = True
                    pov_photons_refraction = False
    
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                elif material.pov_refraction_type=='2':
    
                    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. 
    
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                if material.pov_caustics_enable:
    
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                        fileWriteTab(2, 'caustics %.3g\n' % material.pov_fake_caustics_power)
    
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                        fileWriteTab(2, 'dispersion %.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)
    
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                fileWriteTab(1, '}\n')
    
                if pov_photons_refraction or pov_photons_reflection:
    
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                    fileWriteTab(1, 'photons{\n')
                    fileWriteTab(2, 'target\n')
    
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                        fileWriteTab(2, 'refraction on\n')
    
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                        fileWriteTab(2, 'reflection on\n')
                    fileWriteTab(1, '}\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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            comments = scene.pov_comments_enable
    
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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):
    
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                if Level == 1:
                    fileWriteTab(0, '#declare %s = finish {' % safety(name, Level = 1))
                    if comments: file.write('  //No specular nor Mirror reflection\n')
                    else: fileWriteTab(0, '\n')
                elif Level == 2:
                    fileWriteTab(0, '#declare %s = finish {' % safety(name, Level = 2))
                    if comments: file.write('  //translation of spec and mir levels for when no map influences them\n')
                    else: fileWriteTab(0, '\n')
    
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                    fileWriteTab(0, '#declare %s = finish {' % safety(name, Level = 3))
                    if comments: file.write('  //Maximum Spec and Mirror\n')
                    else: fileWriteTab(0, '\n')
    
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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:
    
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                            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:
    
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                        fileWriteTab(1, 'brilliance %.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:
    
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                        fileWriteTab(1, 'brilliance %.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:
    
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                        #fileWriteTab(1, 'aoi %.3g\n' % material.darkness)
    
                        pass #let's keep things simple for now
    
                    if material.diffuse_shader == 'FRESNEL' and Level != 3:
    
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                        #fileWriteTab(1, 'aoi %.3g\n' % material.diffuse_fresnel_factor)
    
                        pass #let's keep things simple for now
    
                    if material.diffuse_shader == 'LAMBERT' and Level != 3:
    
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                        fileWriteTab(1, 'brilliance 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!
    
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                            fileWriteTab(1, 'phong %.3g\n' % (material.specular_intensity))
                            fileWriteTab(1, 'phong_size %.3g\n'% (material.specular_hardness / 2 + 0.25)) 
    
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                        if material.specular_shader == 'BLINN':#Povray 'specular' keyword corresponds to a Blinn model, without the ior.
                            fileWriteTab(1, 'specular %.3g\n' % (material.specular_intensity * (material.specular_ior/4))) #Use blender Blinn's IOR just as some factor for spec intensity
                            fileWriteTab(1, 'roughness %.3g\n' % roughness) 
    
                            #Could use brilliance 2(or varying around 2 depending on ior or factor) too.
    
    
                        if material.specular_shader == 'TOON':
    
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                            fileWriteTab(1, 'phong %.3g\n' % (material.specular_intensity * 2))
                            fileWriteTab(1, 'phong_size %.3g\n' % (0.1+material.specular_toon_smooth / 2)) #use extreme phong_size
    
    
    
                        if material.specular_shader == 'WARDISO':
    
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                            fileWriteTab(1, 'specular %.3g\n' % (material.specular_intensity / (material.specular_slope+0.0005))) #find best suited default constant for brilliance Use both phong and specular for some values.
                            fileWriteTab(1, 'roughness %.4g\n' % (0.0005+material.specular_slope/10)) #find best suited default constant for brilliance Use both phong and specular for some values.
                            fileWriteTab(1, 'brilliance %.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:
    
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                        fileWriteTab(1, 'specular 0\n')
    
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                        fileWriteTab(1, 'specular 1\n')
                    fileWriteTab(1, 'diffuse %.3g %.3g\n' % (frontDiffuse, backDiffuse))
    
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                    fileWriteTab(1, 'ambient %.3g\n' % material.ambient)
                    #fileWriteTab(1, 'ambient rgb <%.3g, %.3g, %.3g>\n' % tuple([c*material.ambient for c in world.ambient_color])) # povray blends the global value
                    fileWriteTab(1, 'emission %.3g\n' % material.emit) #New in povray 3.7
    
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                    #fileWriteTab(1, 'roughness %.3g\n' % roughness) #povray just ignores roughness if there's no specular keyword
    
                    if material.pov_conserve_energy:
    
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                        fileWriteTab(1, 'conserve_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:
    
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                                fileWriteTab(1, 'reflection {\n')
                                fileWriteTab(2, 'rgb <%.3g, %.3g, %.3g>' % tuple(material.mirror_color))
    
                                if material.pov_mirror_metallic:
    
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                                    fileWriteTab(2, 'metallic %.3g' % (raytrace_mirror.reflect_factor))
    
                                if material.pov_mirror_use_IOR: #WORKING ?
    
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                                    fileWriteTab(2, 'fresnel 1 ')#Removed from the line below: gives a more physically correct material but needs proper IOR. --Maurice
                                fileWriteTab(2, 'falloff %.3g exponent %.3g} ' % (raytrace_mirror.fresnel, raytrace_mirror.fresnel_factor))
    
    
                    if material.subsurface_scattering.use:
                        subsurface_scattering = material.subsurface_scattering
    
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                        fileWriteTab(1, 'subsurface { <%.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:
    
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                        fileWriteTab(1, 'irid { %.4g thickness %.4g turbulence %.4g }' % (material.pov_irid_amount, material.pov_irid_thickness, material.pov_irid_turbulence))
    
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                    fileWriteTab(1, 'diffuse 0.8\n')
                    fileWriteTab(1, 'phong 70.0\n')
    
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                    #fileWriteTab(1, 'specular 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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                #fileWriteTab(3, 'crand 1.0\n') # Sand granyness
                #fileWriteTab(3, 'metallic %.6f\n' % material.spec)
                #fileWriteTab(3, 'phong %.6f\n' % material.spec)
                #fileWriteTab(3, 'phong_size %.6f\n' % material.spec)
                #fileWriteTab(3, 'brilliance %.6f ' % (material.specular_hardness/256.0) # Like hardness
    
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                fileWriteTab(0, '}\n\n')
    
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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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            fileWriteTab(0, '#declare camLocation  = <%.6f, %.6f, %.6f>;\n' % (matrix[3][0], matrix[3][1], matrix[3][2]))
            fileWriteTab(0, '#declare camLookAt = <%.6f, %.6f, %.6f>;\n' % tuple([degrees(e) for e in matrix.rotation_part().to_euler()]))
    
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            fileWriteTab(0, 'camera {\n')
    
            if scene.pov_baking_enable and active_object and active_object.type=='MESH':
    
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                fileWriteTab(1, 'mesh_camera{ 1 3\n') # distribution 3 is what we want here
                fileWriteTab(2, 'mesh{%s}\n' % active_object.name)
                fileWriteTab(1, '}\n')
                fileWriteTab(0, 'location <0,0,.01>')
                fileWriteTab(0, 'direction <0,0,-1>')
    
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            # Using standard camera otherwise
            else:
    
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                fileWriteTab(1, 'location  <0, 0, 0>\n')
                fileWriteTab(1, 'look_at  <0, 0, -1>\n')
                fileWriteTab(1, 'right <%s, 0, 0>\n' % - Qsize)
                fileWriteTab(1, 'up <0, 1, 0>\n')
                fileWriteTab(1, 'angle  %f \n' % (360.0 * atan(16.0 / camera.data.lens) / pi))
    
                fileWriteTab(1, 'rotate  <%.6f, %.6f, %.6f>\n' % tuple([degrees(e) for e in matrix.rotation_part().to_euler()]))
                fileWriteTab(1, 'translate <%.6f, %.6f, %.6f>\n' % (matrix[3][0], matrix[3][1], matrix[3][2]))
    
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                if focal_point != 0:
    
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                    fileWriteTab(1, 'aperture 0.25\n') # fixed blur amount for now to do, add slider a button? 
                    fileWriteTab(1, 'blur_samples 96 128\n')
                    fileWriteTab(1, 'variance 1/10000\n')
                    fileWriteTab(1, 'focal_point <0, 0, %f>\n' % focal_point)
            fileWriteTab(0, '}\n')
    
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        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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                fileWriteTab(0, 'light_source {\n')
                fileWriteTab(1, '< 0,0,0 >\n')
                fileWriteTab(1, 'color rgb<%.3g, %.3g, %.3g>\n' % color)
    
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                if lamp.type == 'POINT': # Point Lamp
                    pass
                elif lamp.type == 'SPOT': # Spot
    
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                    fileWriteTab(1, 'spotlight\n')
    
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                    # Falloff is the main radius from the centre line
    
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                    fileWriteTab(1, 'falloff %.2f\n' % (degrees(lamp.spot_size) / 2.0)) # 1 TO 179 FOR BOTH
                    fileWriteTab(1, 'radius %.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.
    
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                    fileWriteTab(1, 'tightness 0\n') # 0:10f
    
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                    fileWriteTab(1, 'point_at  <0, 0, -1>\n')
    
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                elif lamp.type == 'SUN':
    
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                    fileWriteTab(1, 'parallel\n')
                    fileWriteTab(1, 'point_at  <0, 0, -1>\n') # *must* be after 'parallel'
    
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                elif lamp.type == 'AREA':
    
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                    fileWriteTab(1, 'fade_distance %.6f\n' % (lamp.distance / 5) )
                    fileWriteTab(1, 'fade_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
    
    
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                    fileWriteTab(1, 'area_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:
    
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                            fileWriteTab(1, 'jitter\n')
    
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                    else:
    
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                        fileWriteTab(1, 'adaptive 1\n')
                        fileWriteTab(1, 'jitter\n')
    
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                if lamp.type == 'HEMI':#HEMI never has any shadow attribute
    
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                    fileWriteTab(1, 'shadowless\n')
    
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                        fileWriteTab(1, 'shadowless\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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                    fileWriteTab(1, 'fade_distance %.6f\n' % (lamp.distance / 5) )
    
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                    if lamp.falloff_type == 'INVERSE_SQUARE':
    
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                        fileWriteTab(1, 'fade_power %d\n' % 2) # Use blenders lamp quad equivalent
    
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                    elif lamp.falloff_type == 'INVERSE_LINEAR':
    
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                        fileWriteTab(1, 'fade_power %d\n' % 1) # Use blenders lamp linear
    
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                    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.
    
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                        fileWriteTab(1, 'fade_power %d\n' % 4)
    
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                writeMatrix(matrix)
    
    
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                fileWriteTab(0, '}\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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                fileWriteTab(0, 'blob {\n')
                fileWriteTab(1, 'threshold %.4g\n' % meta.threshold)
    
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                try:
                    material = meta.materials[0] # lame! - blender cant do enything else.
                except:
                    material = None
    
                for elem in meta.elements:
    
                    if elem.type not in ('BALL', 'ELLIPSOID'):
                        continue # Not supported
    
    
                    loc = elem.co
    
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                    stiffness = elem.stiffness
    
                    if elem.use_negative:
    
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                        stiffness = - stiffness
    
                    if elem.type == 'BALL':
    
    
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                        fileWriteTab(1, 'sphere { <%.6g, %.6g, %.6g>, %.4g, %.4g ' % (loc.x, loc.y, loc.z, elem.radius, stiffness))
    
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                        # After this wecould do something simple like...
    
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                        # 	'pigment {Blue} }'
    
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                        # except we'll write the color
    
                    elif elem.type == 'ELLIPSOID':
                        # location is modified by scale
    
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                        fileWriteTab(1, 'sphere { <%.6g, %.6g, %.6g>, %.4g, %.4g ' % (loc.x / elem.size_x, loc.y / elem.size_y, loc.z / elem.size_z, elem.radius, stiffness))
                        fileWriteTab(2, 'scale <%.6g, %.6g, %.6g> ' % (elem.size_x, elem.size_y, elem.size_z))
    
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                    if material:
                        diffuse_color = material.diffuse_color
    
    
                        if material.use_transparency and material.transparency_method == 'RAYTRACE':
    
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                            trans = 1.0 - material.raytrace_transparency.filter
                        else:
                            trans = 0.0
    
    
                        material_finish = materialNames[material.name]
    
    
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                        fileWriteTab(2, 'pigment {rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>} finish {%s} }\n' % \
    
                            (diffuse_color[0], diffuse_color[1], diffuse_color[2], 1.0 - material.alpha, trans, safety(material_finish, Level=2)))
    
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                    else:
    
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                        fileWriteTab(2, 'pigment {rgb<1 1 1>} finish {%s} }\n' % DEF_MAT_NAME)		# Write the finish last.
    
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                writeObjectMaterial(material)
    
    
                writeMatrix(global_matrix * ob.matrix_world)
    
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                #Importance for radiosity sampling added here: 
    
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                fileWriteTab(1, 'radiosity { \n')
                fileWriteTab(2, 'importance %3g \n' % importance)
                fileWriteTab(1, '}\n')
    
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                fileWriteTab(0, '}\n') #End of Metaball block
    
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                fileWriteTab(0, '}\n')
    
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        def exportMeshs(scene, sel):
    
            ob_num = 0
    
            for ob in sel:
                ob_num += 1
    
    #############################################
                #Generating a name for object just like materials to be able to use it (baking for now or anything else).
                if sel:
                    name_orig = ob.name
                else:
                    name_orig = DEF_OBJ_NAME
                name = objectNames[name_orig] = uniqueName(bpy.path.clean_name(name_orig), objectNames)
    #############################################
    
                if ob.type in ('LAMP', 'CAMERA', 'EMPTY', 'META', 'ARMATURE', 'LATTICE'):
    
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                    continue
    
                me = ob.data
    
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                importance=ob.pov_importance_value            
    
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                me_materials = me.materials
    
                me = ob.create_mesh(scene, True, 'RENDER')
    
    
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                if not me or not me.faces:
    
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                    continue
    
                if info_callback:
                    info_callback('Object %2.d of %2.d (%s)' % (ob_num, len(sel), ob.name))
    
                #if ob.type!='MESH':
                #	continue
                # me = ob.data
    
    
                matrix = global_matrix * ob.matrix_world
    
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                try:
    
                    uv_layer = me.uv_textures.active.data
    
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                except AttributeError:
    
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                    uv_layer = None
    
                try:
    
                    vcol_layer = me.vertex_colors.active.data
    
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                except AttributeError:
    
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                    vcol_layer = None
    
    
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                faces_verts = [f.vertices[:] for f in me.faces]
    
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                faces_normals = [tuple(f.normal) for f in me.faces]
    
                verts_normals = [tuple(v.normal) for v in me.vertices]
    
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                # quads incur an extra face
    
                quadCount = sum(1 for f in faces_verts if len(f) == 4)
    
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                # Use named declaration to allow reference e.g. for baking. MR
    
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                fileWriteTab(0, '#declare %s=\n' % name) 
                fileWriteTab(0, 'mesh2 {\n')
                fileWriteTab(1, 'vertex_vectors {\n')
                fileWriteTab(2, '%s' % (len(me.vertices))) # vert count
                
    
                for v in me.vertices:
    
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                    fileWriteTab(0, ',\n')
                    fileWriteTab(2, '<%.6f, %.6f, %.6f>' % tuple(v.co)) # vert count
                file.write('\n')
                fileWriteTab(1, '}\n')
    
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                # Build unique Normal list
                uniqueNormals = {}
                for fi, f in enumerate(me.faces):
                    fv = faces_verts[fi]
                    # [-1] is a dummy index, use a list so we can modify in place
    
                    if f.use_smooth: # Use vertex normals
    
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                        for v in fv:
                            key = verts_normals[v]
                            uniqueNormals[key] = [-1]
                    else: # Use face normal
                        key = faces_normals[fi]
                        uniqueNormals[key] = [-1]
    
    
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                fileWriteTab(1, 'normal_vectors {\n')
                fileWriteTab(2, '%d' % len(uniqueNormals)) # vert count
    
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                idx = 0
                for no, index in uniqueNormals.items():
    
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                    fileWriteTab(0, ',\n')
                    fileWriteTab(2, '<%.6f, %.6f, %.6f>' % no) # vert count
    
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                    index[0] = idx
                    idx += 1
    
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                file.write('\n')
                fileWriteTab(1, '}\n')
    
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                # Vertex colours
                vertCols = {} # Use for material colours also.
    
                if uv_layer:
                    # Generate unique UV's
                    uniqueUVs = {}
    
                    for fi, uv in enumerate(uv_layer):
    
                        if len(faces_verts[fi]) == 4:
                            uvs = uv.uv1, uv.uv2, uv.uv3, uv.uv4
                        else:
                            uvs = uv.uv1, uv.uv2, uv.uv3
    
                        for uv in uvs:
                            uniqueUVs[tuple(uv)] = [-1]
    
    
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                    fileWriteTab(1, 'uv_vectors {\n')
    
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                    #print unique_uvs
    
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                    fileWriteTab(2, '%s' % (len(uniqueUVs))) # vert count
    
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                    idx = 0
                    for uv, index in uniqueUVs.items():
    
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                        fileWriteTab(0, ',\n')
                        fileWriteTab(0, '<%.6f, %.6f>' % uv)
    
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                        index[0] = idx
                        idx += 1
                    '''
                    else:
                        # Just add 1 dummy vector, no real UV's
    
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                        fileWriteTab(2, '1') # vert count
    
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                        file.write(',\n\t\t<0.0, 0.0>')
                    '''
    
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                    file.write('\n')
                    fileWriteTab(1, '}\n')
    
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                if me.vertex_colors:
    
                    for fi, f in enumerate(me.faces):
                        material_index = f.material_index
                        material = me_materials[material_index]
    
    
                        if material and material.use_vertex_color_paint:
    
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                            col = vcol_layer[fi]
    
                            if len(faces_verts[fi]) == 4:
                                cols = col.color1, col.color2, col.color3, col.color4
                            else:
                                cols = col.color1, col.color2, col.color3
    
                            for col in cols:
                                key = col[0], col[1], col[2], material_index # Material index!
                                vertCols[key] = [-1]
    
                        else:
                            if material:
                                diffuse_color = tuple(material.diffuse_color)
                                key = diffuse_color[0], diffuse_color[1], diffuse_color[2], material_index
                                vertCols[key] = [-1]
    
    
                else:
                    # No vertex colours, so write material colours as vertex colours
                    for i, material in enumerate(me_materials):
    
                        if material:
                            diffuse_color = tuple(material.diffuse_color)
                            key = diffuse_color[0], diffuse_color[1], diffuse_color[2], i # i == f.mat
                            vertCols[key] = [-1]
    
    
                # Vert Colours
    
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                fileWriteTab(1, 'texture_list {\n')
                fileWriteTab(2, '%s' % (len(vertCols))) # vert count
    
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                idx = 0
                for col, index in vertCols.items():
                    if me_materials:
                        material = me_materials[col[3]]
                        material_finish = materialNames[material.name]
    
    
                        if material.use_transparency:
                            trans = 1.0 - material.alpha
    
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                        else:
                            trans = 0.0
    
                    else:
                        material_finish = DEF_MAT_NAME # not working properly,
                        trans = 0.0
    
    
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                    ##############SF
                    texturesDif=''
                    texturesSpec=''
                    texturesNorm=''
                    texturesAlpha=''
                    for t in material.texture_slots:
    
                        if t and t.texture.type == 'IMAGE' and t.use and t.texture.image: 
    
                            image_filename = path_image(t.texture.image.filepath)
    
                            if image_filename:
                                if t.use_map_color_diffuse: 
                                    texturesDif = image_filename
                                    colvalue = t.default_value
                                    t_dif = t
    
                                    if t_dif.texture.pov_tex_gamma_enable:
    
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                                        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
                                    t_spec = t
                                if t.use_map_normal: 
                                    texturesNorm = image_filename
                                    colvalue = t.normal_factor * 10.0
                                    #textNormName=t.texture.image.name + '.normal'
                                    #was the above used? --MR
                                    t_nor = t
                                if t.use_map_alpha: 
                                    texturesAlpha = image_filename
                                    colvalue = t.alpha_factor * 10.0
                                    #textDispName=t.texture.image.name + '.displ'
                                    #was the above used? --MR
                                    t_alpha = t
    
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                    ##############################################################################################################
    
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                    fileWriteTab(1, '\n')
                    fileWriteTab(2, 'texture {\n') #THIS AREA NEEDS TO LEAVE THE TEXTURE OPEN UNTIL ALL MAPS ARE WRITTEN DOWN.   --MR                      
    
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                    ##############################################################################################################
                    if material.diffuse_shader == 'MINNAERT':
    
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                        fileWriteTab(1, '\n')
                        fileWriteTab(3, 'aoi\n')
                        fileWriteTab(3, 'texture_map {\n')
                        fileWriteTab(4, '[%.3g finish {diffuse %.3g}]\n' % ((material.darkness/2), (2-material.darkness)))
                        fileWriteTab(4, '[%.3g' % (1-(material.darkness/2)))
    
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    ######TO OPTIMIZE? or present a more elegant way? At least make it work!##################################################################
                    #If Fresnel gets removed from 2.5, why bother?
                    if material.diffuse_shader == 'FRESNEL':
                        
    ######END of part TO OPTIMIZE? or present a more elegant way?##################################################################
    
    ##                        #lampLocation=lamp.position
    ##                        lampRotation=
    ##                        a=lamp.Rotation[0]
    ##                        b=lamp.Rotation[1]
    ##                        c=lamp.Rotation[2]
    ##                        lampLookAt=tuple (x,y,z)
    
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    ##                        lampLookAt[3]= 0.0 #Put 'target' of the lamp on the floor plane to elimianate one unknown value
    
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    ##                                   degrees(atan((lampLocation - lampLookAt).y/(lampLocation - lampLookAt).z))=lamp.rotation[0]
    ##                                   degrees(atan((lampLocation - lampLookAt).z/(lampLocation - lampLookAt).x))=lamp.rotation[1]
    ##                                   degrees(atan((lampLocation - lampLookAt).x/(lampLocation - lampLookAt).y))=lamp.rotation[2]
    ##                        degrees(atan((lampLocation - lampLookAt).y/(lampLocation.z))=lamp.rotation[0]
    ##                        degrees(atan((lampLocation.z/(lampLocation - lampLookAt).x))=lamp.rotation[1]
    ##                        degrees(atan((lampLocation - lampLookAt).x/(lampLocation - lampLookAt).y))=lamp.rotation[2]
                         
    
                                    #color = tuple([c * lamp.energy for c in lamp.color]) # Colour is modified by energy                        
                            
    
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                        fileWriteTab(1, '\n')
                        fileWriteTab(3, 'slope { lampTarget }\n')
                        fileWriteTab(3, 'texture_map {\n')
                        fileWriteTab(4, '[%.3g finish {diffuse %.3g}]\n' % ((material.diffuse_fresnel/2), (2-material.diffuse_fresnel_factor)))
                        fileWriteTab(4, '[%.3g\n' % (1-(material.diffuse_fresnel/2)))
    
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                    #if material.diffuse_shader == 'FRESNEL': pigment pattern aoi pigment and texture map above, the rest below as one of its entry
                    ##########################################################################################################################            
                    if texturesSpec !='':
    
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                        fileWriteTab(1, '\n')
                        fileWriteTab(4, 'pigment_pattern {\n')
                        mappingSpec = (' translate <%.4g-0.75,%.4g-0.75,%.4g-0.75> scale <%.4g,%.4g,%.4g>\n' % (t_spec.offset.x / 10 ,t_spec.offset.y / 10 ,t_spec.offset.z / 10, t_spec.scale.x / 2.25, t_spec.scale.y / 2.25, t_spec.scale.z / 2.25)) #strange that the translation factor for scale is not the same as for translate. ToDo: verify both matches with blender internal. 
                        fileWriteTab(5, 'uv_mapping image_map{%s \"%s\" %s}%s}\n' % (imageFormat(texturesSpec) ,texturesSpec ,imgMap(t_spec),mappingSpec))
                        fileWriteTab(6, 'texture_map {\n')
                        fileWriteTab(7, '[0 \n')
    
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                    if texturesDif == '':
                        if texturesAlpha !='':
    
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                            fileWriteTab(1, '\n')
                            mappingAlpha = (' translate <%.4g-0.75,%.4g-0.75,%.4g-0.75> scale <%.4g,%.4g,%.4g>\n' % (t_alpha.offset.x / 10 ,t_alpha.offset.y / 10 ,t_alpha.offset.z / 10, t_alpha.scale.x / 2.25, t_alpha.scale.y / 2.25, t_alpha.scale.z / 2.25)) #strange that the translation factor for scale is not the same as for translate. ToDo: verify both matches with blender internal. 
                            fileWriteTab(3, 'pigment {pigment_pattern {uv_mapping image_map{%s \"%s\" %s}%s}\n' % (imageFormat(texturesAlpha) ,texturesAlpha ,imgMap(t_alpha),mappingAlpha))
                            fileWriteTab(5, 'pigment_map {\n')
                            fileWriteTab(6, '[0 color rgbft<0,0,0,1,1>]\n')
                            fileWriteTab(6, '[1 color rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>]\n'  % (col[0], col[1], col[2], 1.0 - material.alpha, trans) )
                            fileWriteTab(5, '}\n')
                            fileWriteTab(4, '}\n')
    
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                            fileWriteTab(3, 'pigment {rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>}\n' % (col[0], col[1], col[2], 1.0 - material.alpha, trans))
    
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                        if texturesSpec !='':
    
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                            fileWriteTab(3, 'finish {%s}\n' % (safety(material_finish, Level=1)))# Level 1 is no specular
    
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                        else:
    
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                            fileWriteTab(3, 'finish {%s}\n' % (safety(material_finish, Level=2)))# Level 2 is translated spec
    
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                    else:
    
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                        mappingDif = (' translate <%.4g-0.75,%.4g-0.75,%.4g-0.75> scale <%.4g,%.4g,%.4g>\n' % (t_dif.offset.x / 10 ,t_dif.offset.y / 10 ,t_dif.offset.z / 10, t_dif.scale.x / 2.25, t_dif.scale.y / 2.25, t_dif.scale.z / 2.25)) #strange that the translation factor for scale is not the same as for translate. ToDo: verify both matches with blender internal. 
    
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                        if texturesAlpha !='':
    
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                            mappingAlpha = (' translate <%.4g-0.75,%.4g-0.75,%.4g-0.75> scale <%.4g,%.4g,%.4g>\n' % (t_alpha.offset.x / 10 ,t_alpha.offset.y / 10 ,t_alpha.offset.z / 10, t_alpha.scale.x / 2.25, t_alpha.scale.y / 2.25, t_alpha.scale.z / 2.25)) #strange that the translation factor for scale is not the same as for translate. ToDo: verify both matches with blender internal. 
                            fileWriteTab(3, 'pigment {pigment_pattern {uv_mapping image_map{%s \"%s\" %s}%s}\n' % (imageFormat(texturesAlpha),texturesAlpha,imgMap(t_alpha),mappingAlpha))
                            fileWriteTab(5, 'pigment_map {\n')
                            fileWriteTab(6, '[0 color rgbft<0,0,0,1,1>]\n')
                            fileWriteTab(6, '[1 uv_mapping image_map {%s \"%s\" %s}%s]\n' % (imageFormat(texturesDif),texturesDif,(imgGamma + imgMap(t_dif)),mappingDif))
                            fileWriteTab(5, '}\n' )
                            fileWriteTab(4, '}\n')
    
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                        else:
    
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                            fileWriteTab(3, 'pigment {uv_mapping image_map {%s \"%s\" %s}%s}\n' % (imageFormat(texturesDif),texturesDif,(imgGamma + imgMap(t_dif)),mappingDif))
    
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                        if texturesSpec !='':
    
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                            fileWriteTab(3, 'finish {%s}\n' % (safety(material_finish, Level=1)))# Level 1 is no specular
    
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                        else:
    
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                            fileWriteTab(3, 'finish {%s}\n' % (safety(material_finish, Level=2)))# Level 2 is translated specular
    
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                        ## scale 1 rotate y*0
    
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                        #imageMap = ('{image_map {%s \"%s\" %s }\n' % (imageFormat(textures),textures,imgMap(t_dif)))
                        #fileWriteTab(3, 'uv_mapping pigment %s} %s finish {%s}\n' % (imageMap,mapping,safety(material_finish)))
                        #fileWriteTab(3, 'pigment {uv_mapping image_map {%s \"%s\" %s}%s} finish {%s}\n' % (imageFormat(texturesDif),texturesDif,imgMap(t_dif),mappingDif,safety(material_finish)))
    
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                    if texturesNorm !='':
                        ## scale 1 rotate y*0
    
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                        mappingNor = (' translate <%.4g-0.75,%.4g-0.75,%.4g-0.75> scale <%.4g,%.4g,%.4g>\n' % (t_nor.offset.x / 10 ,t_nor.offset.y / 10 ,t_nor.offset.z / 10, t_nor.scale.x / 2.25, t_nor.scale.y / 2.25, t_nor.scale.z / 2.25))
                        #imageMapNor = ('{bump_map {%s \"%s\" %s mapping}' % (imageFormat(texturesNorm),texturesNorm,imgMap(t_nor)))
    
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                        #We were not using the above maybe we should?
    
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                        fileWriteTab(4, 'normal {uv_mapping bump_map {%s \"%s\" %s  bump_size %.4g }%s}\n' % (imageFormat(texturesNorm),texturesNorm,imgMap(t_nor),(t_nor.normal_factor * 10),mappingNor))
    
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                    if texturesSpec !='':                
    
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                        fileWriteTab(7, ']\n')
    
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                    ################################Second index for mapping specular max value##################################################################################################
    
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                        fileWriteTab(7, '[1 \n')
    
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                    if texturesDif == '':
                        if texturesAlpha !='':
    
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                            mappingAlpha = (' translate <%.4g-0.75,%.4g-0.75,%.4g-0.75> scale <%.4g,%.4g,%.4g>\n' % (t_alpha.offset.x / 10 ,t_alpha.offset.y / 10 ,t_alpha.offset.z / 10, t_alpha.scale.x / 2.25, t_alpha.scale.y / 2.25, t_alpha.scale.z / 2.25)) #strange that the translation factor for scale is not the same as for translate. ToDo: verify both matches with blender internal. 
                            fileWriteTab(3, 'pigment {pigment_pattern {uv_mapping image_map{%s \"%s\" %s}%s}\n' % (imageFormat(texturesAlpha) ,texturesAlpha ,imgMap(t_alpha),mappingAlpha))
                            fileWriteTab(5, 'pigment_map {\n')
                            fileWriteTab(6, '[0 color rgbft<0,0,0,1,1>]\n')
                            fileWriteTab(6, '[1 color rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>]\n' % (col[0], col[1], col[2], 1.0 - material.alpha, trans))
                            fileWriteTab(5, '}\n')
                            fileWriteTab(4, '}\n')
    
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                        else:
    
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                            fileWriteTab(3, 'pigment {rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>}\n' % (col[0], col[1], col[2], 1.0 - material.alpha, trans))
    
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                        if texturesSpec !='':
    
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                            fileWriteTab(3, 'finish {%s}\n' % (safety(material_finish, Level=3)))# Level 3 is full specular
    
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                        else:
    
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                            fileWriteTab(3, 'finish {%s}\n' % (safety(material_finish, Level=2)))# Level 2 is translated specular
    
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                    else:
    
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                        mappingDif = (' translate <%.4g-0.75,%.4g-0.75,%.4g-0.75> scale <%.4g,%.4g,%.4g>\n' % (t_dif.offset.x / 10 ,t_dif.offset.y / 10 ,t_dif.offset.z / 10, t_dif.scale.x / 2.25, t_dif.scale.y / 2.25, t_dif.scale.z / 2.25)) #strange that the translation factor for scale is not the same as for translate. ToDo: verify both matches with blender internal.
    
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                        if texturesAlpha !='':
    
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                            mappingAlpha = (' translate <%.4g-0.75,%.4g-0.75,%.4g-0.75> scale <%.4g,%.4g,%.4g>\n' % (t_alpha.offset.x / 10 ,t_alpha.offset.y / 10 ,t_alpha.offset.z / 10, t_alpha.scale.x / 2.25, t_alpha.scale.y / 2.25, t_alpha.scale.z / 2.25)) #strange that the translation factor for scale is not the same as for translate. ToDo: verify both matches with blender internal. 
                            fileWriteTab(3, 'pigment {pigment_pattern {uv_mapping image_map{%s \"%s\" %s}%s}\n' % (imageFormat(texturesAlpha),texturesAlpha,imgMap(t_alpha),mappingAlpha))
                            fileWriteTab(4, 'pigment_map {\n')
                            fileWriteTab(5, '[0 color rgbft<0,0,0,1,1>]\n')
                            fileWriteTab(6, '[1 uv_mapping image_map {%s \"%s\" %s}%s]\n' % (imageFormat(texturesDif),texturesDif,(imgMap(t_dif)+imgGamma),mappingDif))
                            fileWriteTab(5, '}\n')
                            fileWriteTab(4, '}\n')
    
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                        else:
    
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                            fileWriteTab(3, 'pigment {uv_mapping image_map {%s \"%s\" %s}%s}\n' % (imageFormat(texturesDif),texturesDif,(imgGamma + imgMap(t_dif)),mappingDif))
    
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                        if texturesSpec !='':
    
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                            fileWriteTab(3, 'finish {%s}\n' % (safety(material_finish, Level=3)))# Level 3 is full specular
    
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                        else:
    
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                            fileWriteTab(3, 'finish {%s}\n' % (safety(material_finish, Level=2)))# Level 2 is translated specular
    
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                        ## scale 1 rotate y*0
    
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                        #imageMap = ('{image_map {%s \"%s\" %s }' % (imageFormat(textures),textures,imgMap(t_dif)))
                        #file.write('\n\t\t\tuv_mapping pigment %s} %s finish {%s}' % (imageMap,mapping,safety(material_finish)))
                        #file.write('\n\t\t\tpigment {uv_mapping image_map {%s \"%s\" %s}%s} finish {%s}' % (imageFormat(texturesDif),texturesDif,imgMap(t_dif),mappingDif,safety(material_finish)))