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  • # For BI > POV shaders emulation
    import bpy
    
    
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    def writeMaterial(using_uberpov, DEF_MAT_NAME, scene, tabWrite, safety, comments, uniqueName, materialNames, material):
    
        # Assumes only called once on each material
        if material:
            name_orig = material.name
            name = materialNames[name_orig] = uniqueName(bpy.path.clean_name(name_orig), materialNames)
        else:
            name = name_orig = DEF_MAT_NAME
    
    
        if material:
            # If saturation(.s) is not zero, then color is not grey, and has a tint
    
            colored_specular_found = ((material.specular_color.s > 0.0) and (material.diffuse_shader != 'MINNAERT'))
    
    
        ##################
        # Several versions of the finish: Level conditions are variations for specular/Mirror
        # texture channel map with alternative finish of 0 specular and no mirror reflection.
        # Level=1 Means No specular nor Mirror reflection
        # Level=2 Means translation of spec and mir levels for when no map influences them
        # Level=3 Means Maximum Spec and Mirror
    
        def povHasnoSpecularMaps(Level):
            if Level == 1:
                if comments:
    
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                    tabWrite("//--No specular nor Mirror reflection--\n")
    
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                tabWrite("#declare %s = finish {\n" % safety(name, Level=1))
    
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                    tabWrite("//--translation of spec and mir levels for when no map " \
                               "influences them--\n")
    
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                tabWrite("#declare %s = finish {\n" % safety(name, Level=2))
    
    
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                    tabWrite("//--Maximum Spec and Mirror--\n")
    
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                tabWrite("#declare %s = finish {\n" % safety(name, Level=3))
    
            if material:
                # POV-Ray 3.7 now uses two diffuse values respectively for front and back shading
                # (the back diffuse is like blender translucency)
                frontDiffuse = material.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:
                        # Try to respect the user's 'intention' by comparing the two values but
                        # bringing the total back to one.
                        frontDiffuse = backDiffuse = 0.5
                    # Let the highest value stay the highest value.
                    elif frontDiffuse > backDiffuse:
                        # clamps the sum below 1
                        backDiffuse = min(backDiffuse, (1.0 - frontDiffuse))
                    else:
                        frontDiffuse = min(frontDiffuse, (1.0 - backDiffuse))
    
                # map hardness between 0.0 and 1.0
                roughness = ((1.0 - ((material.specular_hardness - 1.0) / 510.0)))
                ## scale from 0.0 to 0.1
                roughness *= 0.1
                # add a small value because 0.0 is invalid.
                roughness += (1.0 / 511.0)
    
                ################################Diffuse Shader######################################
                # Not used for Full spec (Level=3) of the shader.
                if material.diffuse_shader == 'OREN_NAYAR' and Level != 3:
                    # Blender roughness is what is generally called oren nayar Sigma,
                    # and brilliance in POV-Ray.
                    tabWrite("brilliance %.3g\n" % (0.9 + material.roughness))
    
                if material.diffuse_shader == 'TOON' and Level != 3:
                    tabWrite("brilliance %.3g\n" % (0.01 + material.diffuse_toon_smooth * 0.25))
                    # Lower diffuse and increase specular for toon effect seems to look better
                    # in POV-Ray.
                    frontDiffuse *= 0.5
    
                if material.diffuse_shader == 'MINNAERT' and Level != 3:
                    #tabWrite("aoi %.3g\n" % material.darkness)
                    pass  # let's keep things simple for now
                if material.diffuse_shader == 'FRESNEL' and Level != 3:
                    #tabWrite("aoi %.3g\n" % material.diffuse_fresnel_factor)
                    pass  # let's keep things simple for now
                if material.diffuse_shader == 'LAMBERT' and Level != 3:
                    # trying to best match lambert attenuation by that constant brilliance value
    
                    tabWrite("brilliance 1\n")
    
    
                if Level == 2:
                    ###########################Specular Shader######################################
                    # No difference between phong and cook torrence in blender HaHa!
                    if (material.specular_shader == 'COOKTORR' or
                        material.specular_shader == 'PHONG'):
                        tabWrite("phong %.3g\n" % (material.specular_intensity))
    
                        tabWrite("phong_size %.3g\n" % (material.specular_hardness /3.14))
    
    
                    # POV-Ray 'specular' keyword corresponds to a Blinn model, without the ior.
                    elif material.specular_shader == 'BLINN':
                        # Use blender Blinn's IOR just as some factor for spec intensity
                        tabWrite("specular %.3g\n" % (material.specular_intensity *
                                                      (material.specular_ior / 4.0)))
                        tabWrite("roughness %.3g\n" % roughness)
                        #Could use brilliance 2(or varying around 2 depending on ior or factor) too.
    
                    elif material.specular_shader == 'TOON':
                        tabWrite("phong %.3g\n" % (material.specular_intensity * 2.0))
                        # use extreme phong_size
                        tabWrite("phong_size %.3g\n" % (0.1 + material.specular_toon_smooth / 2.0))
    
                    elif material.specular_shader == 'WARDISO':
                        # find best suited default constant for brilliance Use both phong and
                        # specular for some values.
                        tabWrite("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.
                        tabWrite("roughness %.4g\n" % (0.0005 + material.specular_slope / 10.0))
                        # find best suited default constant for brilliance Use both phong and
                        # specular for some values.
                        tabWrite("brilliance %.4g\n" % (1.8 - material.specular_slope * 1.8))
    
                ####################################################################################
                elif Level == 1:
    
                    if (material.specular_shader == 'COOKTORR' or
                        material.specular_shader == 'PHONG'):
                        tabWrite("phong %.3g\n" % (material.specular_intensity/5))
                        tabWrite("phong_size %.3g\n" % (material.specular_hardness /3.14))
    
                    # POV-Ray 'specular' keyword corresponds to a Blinn model, without the ior.
                    elif material.specular_shader == 'BLINN':
                        # Use blender Blinn's IOR just as some factor for spec intensity
                        tabWrite("specular %.3g\n" % (material.specular_intensity *
                                                      (material.specular_ior / 4.0)))
                        tabWrite("roughness %.3g\n" % roughness)
                        #Could use brilliance 2(or varying around 2 depending on ior or factor) too.
    
                    elif material.specular_shader == 'TOON':
                        tabWrite("phong %.3g\n" % (material.specular_intensity * 2.0))
                        # use extreme phong_size
                        tabWrite("phong_size %.3g\n" % (0.1 + material.specular_toon_smooth / 2.0))
    
                    elif material.specular_shader == 'WARDISO':
                        # find best suited default constant for brilliance Use both phong and
                        # specular for some values.
                        tabWrite("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.
                        tabWrite("roughness %.4g\n" % (0.0005 + material.specular_slope / 10.0))
                        # find best suited default constant for brilliance Use both phong and
                        # specular for some values.
                        tabWrite("brilliance %.4g\n" % (1.8 - material.specular_slope * 1.8))
    
                    tabWrite("specular %.3g\n" % ((material.specular_intensity*material.specular_color.v)*5))
                    tabWrite("roughness %.3g\n" % (1.1/material.specular_hardness))
    
                tabWrite("diffuse %.3g %.3g\n" % (frontDiffuse, backDiffuse))
    
                tabWrite("ambient %.3g\n" % material.ambient)
                # POV-Ray blends the global value
                #tabWrite("ambient rgb <%.3g, %.3g, %.3g>\n" % \
                #         tuple([c*material.ambient for c in world.ambient_color]))
                tabWrite("emission %.3g\n" % material.emit)  # New in POV-Ray 3.7
    
                #POV-Ray just ignores roughness if there's no specular keyword
                #tabWrite("roughness %.3g\n" % roughness)
    
                if material.pov.conserve_energy:
                    # added for more realistic shading. Needs some checking to see if it
                    # really works. --Maurice.
                    tabWrite("conserve_energy\n")
    
                if colored_specular_found == True:
    
                     tabWrite("metallic\n")
    
    
                # 'phong 70.0 '
                if Level != 1:
                    if material.raytrace_mirror.use:
                        raytrace_mirror = material.raytrace_mirror
                        if raytrace_mirror.reflect_factor:
                            tabWrite("reflection {\n")
    
                            tabWrite("rgb <%.3g, %.3g, %.3g>\n" % material.mirror_color[:])
    
                            if material.pov.mirror_metallic:
                                tabWrite("metallic %.3g\n" % (raytrace_mirror.reflect_factor))
                            # Blurry reflections for UberPOV
                            if using_uberpov and raytrace_mirror.gloss_factor < 1.0:
                                #tabWrite("#ifdef(unofficial) #if(unofficial = \"patch\") #if(patch(\"upov-reflection-roughness\") > 0)\n")
                                tabWrite("roughness %.6f\n" % \
                                         (0.000001/raytrace_mirror.gloss_factor))
                                #tabWrite("#end #end #end\n") # This and previous comment for backward compatibility, messier pov code
                            if material.pov.mirror_use_IOR:  # WORKING ?
                                # Removed from the line below: gives a more physically correct
                                # material but needs proper IOR. --Maurice
                                tabWrite("fresnel 1 ")
                            tabWrite("falloff %.3g exponent %.3g} " % \
                                     (raytrace_mirror.fresnel, raytrace_mirror.fresnel_factor))
    
                if material.subsurface_scattering.use:
                    subsurface_scattering = material.subsurface_scattering
                    tabWrite("subsurface { translucency <%.3g, %.3g, %.3g> }\n" % (
                             (subsurface_scattering.radius[0]),
                             (subsurface_scattering.radius[1]),
                             (subsurface_scattering.radius[2]),
                             )
                            )
    
                if material.pov.irid_enable:
                    tabWrite("irid { %.4g thickness %.4g turbulence %.4g }" % \
                             (material.pov.irid_amount, material.pov.irid_thickness,
                              material.pov.irid_turbulence))
    
            else:
                tabWrite("diffuse 0.8\n")
                tabWrite("phong 70.0\n")
    
                #tabWrite("specular 0.2\n")
    
            # This is written into the object
            '''
            if material and material.transparency_method=='RAYTRACE':
                'interior { ior %.3g} ' % material.raytrace_transparency.ior
            '''
    
            #tabWrite("crand 1.0\n") # Sand granyness
            #tabWrite("metallic %.6f\n" % material.spec)
            #tabWrite("phong %.6f\n" % material.spec)
            #tabWrite("phong_size %.6f\n" % material.spec)
            #tabWrite("brilliance %.6f " % (material.specular_hardness/256.0) # Like hardness
    
            tabWrite("}\n\n")
    
        # Level=2 Means translation of spec and mir levels for when no map influences them
        povHasnoSpecularMaps(Level=2)
    
        if material:
            special_texture_found = False
            for t in material.texture_slots:
    
                if t and t.use and t.texture is not None:
    
                    if (t.texture.type == 'IMAGE' and t.texture.image) or t.texture.type != 'IMAGE':
                        validPath=True
                else:
                    validPath=False
                if(t and t.use and validPath and
                   (t.use_map_specular or t.use_map_raymir or t.use_map_normal or t.use_map_alpha)):
                    special_texture_found = True
                    continue  # Some texture found
    
            if special_texture_found or colored_specular_found:
                # Level=1 Means No specular nor Mirror reflection
                povHasnoSpecularMaps(Level=1)
    
                # Level=3 Means Maximum Spec and Mirror
                povHasnoSpecularMaps(Level=3)
    
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    def exportPattern(texture, string_strip_hyphen):
        tex=texture
        pat = tex.pov
        PATname = "PAT_%s"%string_strip_hyphen(bpy.path.clean_name(tex.name))
        mappingDif = ("translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>" % \
              (pat.tex_mov_x, pat.tex_mov_y, pat.tex_mov_z,
               1.0 / pat.tex_scale_x, 1.0 / pat.tex_scale_y, 1.0 / pat.tex_scale_z))
        texStrg=""
        def exportColorRamp(texture):
            tex=texture
    
            pat = tex.pov
    
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            colRampStrg="color_map {\n"
            numColor=0
            for el in tex.color_ramp.elements:
                numColor+=1
                pos = el.position
                col=el.color
                colR,colG,colB,colA = col[0],col[1],col[2],1-col[3]
                if pat.tex_pattern_type not in {'checker', 'hexagon', 'square', 'triangular', 'brick'} :
                    colRampStrg+="[%.4g color rgbf<%.4g,%.4g,%.4g,%.4g>] \n"%(pos,colR,colG,colB,colA)
                if pat.tex_pattern_type in {'brick','checker'} and numColor < 3:
                    colRampStrg+="color rgbf<%.4g,%.4g,%.4g,%.4g> \n"%(colR,colG,colB,colA)
                if pat.tex_pattern_type == 'hexagon' and numColor < 4 :
                    colRampStrg+="color rgbf<%.4g,%.4g,%.4g,%.4g> \n"%(colR,colG,colB,colA)
                if pat.tex_pattern_type == 'square' and numColor < 5 :
                    colRampStrg+="color rgbf<%.4g,%.4g,%.4g,%.4g> \n"%(colR,colG,colB,colA)
                if pat.tex_pattern_type == 'triangular' and numColor < 7 :
                    colRampStrg+="color rgbf<%.4g,%.4g,%.4g,%.4g> \n"%(colR,colG,colB,colA)
    
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            colRampStrg+="} \n"
            #end color map
            return colRampStrg
        #much work to be done here only defaults translated for now:
        #pov noise_generator 3 means perlin noise
    
        if tex.type not in {'NONE', 'IMAGE'} and pat.tex_pattern_type == 'emulator':
    
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            texStrg+="pigment {\n"
            ####################### EMULATE BLENDER VORONOI TEXTURE ####################
    
            if tex.type == 'VORONOI':
    
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                texStrg+="crackle\n"
                texStrg+="    offset %.4g\n"%tex.nabla
                texStrg+="    form <%.4g,%.4g,%.4g>\n"%(tex.weight_1, tex.weight_2, tex.weight_3)
                if tex.distance_metric == 'DISTANCE':
    
                    texStrg+="    metric 2.5\n"
    
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                if tex.distance_metric == 'DISTANCE_SQUARED':
                    texStrg+="    metric 2.5\n"
    
                    texStrg+="    poly_wave 2\n"
                if tex.distance_metric == 'MINKOVSKY':
                    texStrg+="    metric %s\n"%tex.minkovsky_exponent
                if tex.distance_metric == 'MINKOVSKY_FOUR':
    
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                    texStrg+="    metric 4\n"
    
                if tex.distance_metric == 'MINKOVSKY_HALF':
    
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                    texStrg+="    metric 0.5\n"
    
                if tex.distance_metric == 'CHEBYCHEV':
    
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                    texStrg+="    metric 10\n"
    
                if tex.distance_metric == 'MANHATTAN':
    
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                    texStrg+="    metric 1\n"
    
                if tex.color_mode == 'POSITION':
                    texStrg+="solid\n"
    
                texStrg+="scale 0.25\n"
    
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                if tex.use_color_ramp == True:
                    texStrg+=exportColorRamp(tex)
                else:
                    texStrg+="color_map {\n"
                    texStrg+="[0 color rgbt<0,0,0,1>]\n"
    
                    texStrg+="[1 color rgbt<1,1,1,0>]\n"
                    texStrg+="}\n"
    
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            ####################### EMULATE BLENDER CLOUDS TEXTURE ####################
    
            if tex.type == 'CLOUDS':
    
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                if tex.noise_type == 'SOFT_NOISE':
                    texStrg+="wrinkles\n"
                    texStrg+="scale 0.25\n"
                else:
    
                    texStrg+="granite\n"
    
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                if tex.use_color_ramp == True:
                    texStrg+=exportColorRamp(tex)
                else:
                    texStrg+="color_map {\n"
                    texStrg+="[0 color rgbt<0,0,0,1>]\n"
    
                    texStrg+="[1 color rgbt<1,1,1,0>]\n"
    
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                    texStrg+="}\n"
    
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            ####################### EMULATE BLENDER WOOD TEXTURE ####################
            if tex.type == 'WOOD':
                if tex.wood_type == 'RINGS':
                    texStrg+="wood\n"
                    texStrg+="scale 0.25\n"
                if tex.wood_type == 'RINGNOISE':
                    texStrg+="wood\n"
                    texStrg+="scale 0.25\n"
                    texStrg+="turbulence %.4g\n"%(tex.turbulence/100)
                if tex.wood_type == 'BANDS':
                    texStrg+="marble\n"
                    texStrg+="scale 0.25\n"
                    texStrg+="rotate <45,-45,45>\n"
                if tex.wood_type == 'BANDNOISE':
                    texStrg+="marble\n"
                    texStrg+="scale 0.25\n"
                    texStrg+="rotate <45,-45,45>\n"
                    texStrg+="turbulence %.4g\n"%(tex.turbulence/10)
    
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                if tex.noise_basis_2 == 'SIN':
                    texStrg+="sine_wave\n"
                if tex.noise_basis_2 == 'TRI':
                    texStrg+="triangle_wave\n"
                if tex.noise_basis_2 == 'SAW':
                    texStrg+="ramp_wave\n"
                if tex.use_color_ramp == True:
                    texStrg+=exportColorRamp(tex)
                else:
                    texStrg+="color_map {\n"
                    texStrg+="[0 color rgbt<0,0,0,0>]\n"
    
                    texStrg+="[1 color rgbt<1,1,1,0>]\n"
    
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                    texStrg+="}\n"
    
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            ####################### EMULATE BLENDER STUCCI TEXTURE ####################
    
            if tex.type == 'STUCCI':
    
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                texStrg+="bozo\n"
                texStrg+="scale 0.25\n"
                if tex.noise_type == 'HARD_NOISE':
                    texStrg+="triangle_wave\n"
                    if tex.use_color_ramp == True:
                        texStrg+=exportColorRamp(tex)
                    else:
                        texStrg+="color_map {\n"
                        texStrg+="[0 color rgbf<1,1,1,0>]\n"
                        texStrg+="[1 color rgbt<0,0,0,1>]\n"
                        texStrg+="}\n"
                else:
                    if tex.use_color_ramp == True:
                        texStrg+=exportColorRamp(tex)
                    else:
                        texStrg+="color_map {\n"
                        texStrg+="[0 color rgbf<0,0,0,1>]\n"
                        texStrg+="[1 color rgbt<1,1,1,0>]\n"
                        texStrg+="}\n"
    
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            ####################### EMULATE BLENDER MAGIC TEXTURE ####################
    
            if tex.type == 'MAGIC':
    
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                texStrg+="leopard\n"
                if tex.use_color_ramp == True:
                    texStrg+=exportColorRamp(tex)
                else:
                    texStrg+="color_map {\n"
                    texStrg+="[0 color rgbt<1,1,1,0.5>]\n"
                    texStrg+="[0.25 color rgbf<0,1,0,0.75>]\n"
                    texStrg+="[0.5 color rgbf<0,0,1,0.75>]\n"
                    texStrg+="[0.75 color rgbf<1,0,1,0.75>]\n"
                    texStrg+="[1 color rgbf<0,1,0,0.75>]\n"
                    texStrg+="}\n"
    
                texStrg+="scale 0.1\n"
    
    
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            ####################### EMULATE BLENDER MARBLE TEXTURE ####################
    
            if tex.type == 'MARBLE':
    
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                texStrg+="marble\n"
                texStrg+="turbulence 0.5\n"
                texStrg+="noise_generator 3\n"
                texStrg+="scale 0.75\n"
                texStrg+="rotate <45,-45,45>\n"
                if tex.use_color_ramp == True:
                    texStrg+=exportColorRamp(tex)
                else:
                    if tex.marble_type == 'SOFT':
                        texStrg+="color_map {\n"
                        texStrg+="[0 color rgbt<0,0,0,0>]\n"
                        texStrg+="[0.05 color rgbt<0,0,0,0>]\n"
                        texStrg+="[1 color rgbt<0.9,0.9,0.9,0>]\n"
                        texStrg+="}\n"
                    elif tex.marble_type == 'SHARP':
                        texStrg+="color_map {\n"
                        texStrg+="[0 color rgbt<0,0,0,0>]\n"
                        texStrg+="[0.025 color rgbt<0,0,0,0>]\n"
                        texStrg+="[1 color rgbt<0.9,0.9,0.9,0>]\n"
                        texStrg+="}\n"
                    else:
                        texStrg+="[0 color rgbt<0,0,0,0>]\n"
    
                        texStrg+="[1 color rgbt<1,1,1,0>]\n"
    
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                        texStrg+="}\n"
                if tex.noise_basis_2 == 'SIN':
                    texStrg+="sine_wave\n"
                if tex.noise_basis_2 == 'TRI':
                    texStrg+="triangle_wave\n"
                if tex.noise_basis_2 == 'SAW':
                    texStrg+="ramp_wave\n"
    
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            ####################### EMULATE BLENDER BLEND TEXTURE ####################
            if tex.type == 'BLEND':
                if tex.progression=='RADIAL':
                    texStrg+="radial\n"
                    if tex.use_flip_axis=='HORIZONTAL':
                        texStrg+="rotate x*90\n"
                    else:
                        texStrg+="rotate <-90,0,90>\n"
                    texStrg+="ramp_wave\n"
                elif tex.progression=='SPHERICAL':
                    texStrg+="spherical\n"
                    texStrg+="scale 3\n"
                    texStrg+="poly_wave 1\n"
                elif tex.progression=='QUADRATIC_SPHERE':
                    texStrg+="spherical\n"
                    texStrg+="scale 3\n"
                    texStrg+="    poly_wave 2\n"
                elif tex.progression=='DIAGONAL':
                    texStrg+="gradient <1,1,0>\n"
                    texStrg+="scale 3\n"
    
                elif tex.use_flip_axis=='HORIZONTAL':
    
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                    texStrg+="gradient x\n"
                    texStrg+="scale 2.01\n"
                elif tex.use_flip_axis=='VERTICAL':
                    texStrg+="gradient y\n"
                    texStrg+="scale 2.01\n"
                #texStrg+="ramp_wave\n"
                #texStrg+="frequency 0.5\n"
                texStrg+="phase 0.5\n"
                if tex.use_color_ramp == True:
                    texStrg+=exportColorRamp(tex)
                else:
                    texStrg+="color_map {\n"
                    texStrg+="[0 color rgbt<1,1,1,0>]\n"
                    texStrg+="[1 color rgbf<0,0,0,1>]\n"
                    texStrg+="}\n"
    
                if tex.progression == 'LINEAR':
    
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                    texStrg+="    poly_wave 1\n"
    
                if tex.progression == 'QUADRATIC':
    
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                    texStrg+="    poly_wave 2\n"
                if tex.progression == 'EASING':
    
                    texStrg+="    poly_wave 1.5\n"
    
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            ####################### EMULATE BLENDER MUSGRAVE TEXTURE ####################
    
            # if tex.type == 'MUSGRAVE':
    
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                # texStrg+="function{ f_ridged_mf( x, y, 0, 1, 2, 9, -0.5, 3,3 )*0.5}\n"
                # texStrg+="color_map {\n"
                # texStrg+="[0 color rgbf<0,0,0,1>]\n"
                # texStrg+="[1 color rgbf<1,1,1,0>]\n"
                # texStrg+="}\n"
            # simplified for now:
    
            if tex.type == 'MUSGRAVE':
                texStrg+="bozo scale 0.25 \n"
                if tex.use_color_ramp == True:
                    texStrg+=exportColorRamp(tex)
    
                else:
    
                    texStrg+="color_map {[0.5 color rgbf<0,0,0,1>][1 color rgbt<1,1,1,0>]}ramp_wave \n"
    
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            ####################### EMULATE BLENDER DISTORTED NOISE TEXTURE ####################
    
            if tex.type == 'DISTORTED_NOISE':
    
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                texStrg+="average\n"
                texStrg+="  pigment_map {\n"
                texStrg+="  [1 bozo scale 0.25 turbulence %.4g\n" %tex.distortion
                if tex.use_color_ramp == True:
                    texStrg+=exportColorRamp(tex)
    
                else:
    
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                    texStrg+="color_map {\n"
                    texStrg+="[0 color rgbt<1,1,1,0>]\n"
                    texStrg+="[1 color rgbf<0,0,0,1>]\n"
                    texStrg+="}\n"
                texStrg+="]\n"
    
                if tex.noise_distortion == 'CELL_NOISE':
                    texStrg+="  [1 cells scale 0.1\n"
                    if tex.use_color_ramp == True:
                        texStrg+=exportColorRamp(tex)
    
                    else:
    
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                        texStrg+="color_map {\n"
                        texStrg+="[0 color rgbt<1,1,1,0>]\n"
                        texStrg+="[1 color rgbf<0,0,0,1>]\n"
                        texStrg+="}\n"
    
                    texStrg+="]\n"
    
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                if tex.noise_distortion=='VORONOI_CRACKLE':
                    texStrg+="  [1 crackle scale 0.25\n"
                    if tex.use_color_ramp == True:
                        texStrg+=exportColorRamp(tex)
    
                    else:
    
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                        texStrg+="color_map {\n"
                        texStrg+="[0 color rgbt<1,1,1,0>]\n"
                        texStrg+="[1 color rgbf<0,0,0,1>]\n"
                        texStrg+="}\n"
    
                    texStrg+="]\n"
    
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                if tex.noise_distortion in ['VORONOI_F1','VORONOI_F2','VORONOI_F3','VORONOI_F4','VORONOI_F2_F1']:
                    texStrg+="  [1 crackle metric 2.5 scale 0.25 turbulence %.4g\n" %(tex.distortion/2)
                    if tex.use_color_ramp == True:
                        texStrg+=exportColorRamp(tex)
    
                    else:
    
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                        texStrg+="color_map {\n"
                        texStrg+="[0 color rgbt<1,1,1,0>]\n"
                        texStrg+="[1 color rgbf<0,0,0,1>]\n"
                        texStrg+="}\n"
    
                    texStrg+="]\n"
    
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                else:
    
                    texStrg+="  [1 wrinkles scale 0.25\n"
    
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                    if tex.use_color_ramp == True:
                        texStrg+=exportColorRamp(tex)
    
                    else:
    
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                        texStrg+="color_map {\n"
                        texStrg+="[0 color rgbt<1,1,1,0>]\n"
                        texStrg+="[1 color rgbf<0,0,0,1>]\n"
                        texStrg+="}\n"
                    texStrg+="]\n"
                texStrg+="  }\n"
    
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            ####################### EMULATE BLENDER NOISE TEXTURE ####################
    
            if tex.type == 'NOISE':
    
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                texStrg+="cells\n"
                texStrg+="turbulence 3\n"
                texStrg+="omega 3\n"
                if tex.use_color_ramp == True:
                    texStrg+=exportColorRamp(tex)
    
                else:
    
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                    texStrg+="color_map {\n"
                    texStrg+="[0.75 color rgb<0,0,0,>]\n"
                    texStrg+="[1 color rgb<1,1,1,>]\n"
                    texStrg+="}\n"
    
            ####################### IGNORE OTHER BLENDER TEXTURE ####################
            else: #non translated textures
                pass
    
            texStrg+="}\n\n"
    
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            texStrg+="#declare f%s=\n"%PATname
    
            texStrg+="function{pigment{%s}}\n"%PATname
    
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            texStrg+="\n"
    
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            texStrg+="pigment {\n"
            texStrg+="%s\n"%pat.tex_pattern_type
    
            if pat.tex_pattern_type == 'agate':
                texStrg+="agate_turb %.4g\n"%pat.modifier_turbulence
            if pat.tex_pattern_type in {'spiral1', 'spiral2', 'tiling'}:
    
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                texStrg+="%s\n"%pat.modifier_numbers
    
            if pat.tex_pattern_type == 'quilted':
                texStrg+="control0 %s control1 %s\n"%(pat.modifier_control0, pat.modifier_control1)
            if pat.tex_pattern_type == 'mandel':
                texStrg+="%s exponent %s \n"%(pat.f_iter, pat.f_exponent)
            if pat.tex_pattern_type == 'julia':
                texStrg+="<%.4g, %.4g> %s exponent %s \n"%(pat.julia_complex_1, pat.julia_complex_2, pat.f_iter, pat.f_exponent)
            if pat.tex_pattern_type == 'magnet' and pat.magnet_style == 'mandel':
    
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                texStrg+="%s mandel %s \n"%(pat.magnet_type, pat.f_iter)
    
            if pat.tex_pattern_type == 'magnet' and pat.magnet_style == 'julia':
                texStrg+="%s julia <%.4g, %.4g> %s\n"%(pat.magnet_type, pat.julia_complex_1, pat.julia_complex_2, pat.f_iter)
    
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            if pat.tex_pattern_type in {'mandel', 'julia', 'magnet'}:
    
                texStrg+="interior %s, %.4g\n"%(pat.f_ior, pat.f_ior_fac)
    
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                texStrg+="exterior %s, %.4g\n"%(pat.f_eor, pat.f_eor_fac)
    
            if pat.tex_pattern_type == 'gradient':
    
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                texStrg+="<%s, %s, %s> \n"%(pat.grad_orient_x, pat.grad_orient_y, pat.grad_orient_z)
            if pat.tex_pattern_type == 'pavement':
                numTiles=pat.pave_tiles
                numPattern=1
    
                if pat.pave_sides == '4' and pat.pave_tiles == 3:
    
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                     numPattern = pat.pave_pat_2
    
                if pat.pave_sides == '6' and pat.pave_tiles == 3:
    
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                    numPattern = pat.pave_pat_3
    
                if pat.pave_sides == '3' and pat.pave_tiles == 4:
    
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                    numPattern = pat.pave_pat_3
    
                if pat.pave_sides == '3' and pat.pave_tiles == 5:
    
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                    numPattern = pat.pave_pat_4
    
                if pat.pave_sides == '4' and pat.pave_tiles == 4:
    
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                    numPattern = pat.pave_pat_5
    
                if pat.pave_sides == '6' and pat.pave_tiles == 4:
    
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                    numPattern = pat.pave_pat_7
    
                if pat.pave_sides == '4' and pat.pave_tiles == 5:
    
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                    numPattern = pat.pave_pat_12
    
                if pat.pave_sides == '3' and pat.pave_tiles == 6:
    
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                    numPattern = pat.pave_pat_12
    
                if pat.pave_sides == '6' and pat.pave_tiles == 5:
    
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                    numPattern = pat.pave_pat_22
    
                if pat.pave_sides == '4' and pat.pave_tiles == 6:
    
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                    numPattern = pat.pave_pat_35
    
                if pat.pave_sides == '6' and pat.pave_tiles == 6:
                    numTiles = 5
    
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                texStrg+="number_of_sides %s number_of_tiles %s pattern %s form %s \n"%(pat.pave_sides, numTiles, numPattern, pat.pave_form)
            ################ functions #####################################################################################################
    
            if pat.tex_pattern_type == 'function':
    
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                texStrg+="{ %s"%pat.func_list
                texStrg+="(x"
                if pat.func_plus_x != "NONE":
                    if pat.func_plus_x =='increase':
    
                        texStrg+="*"
    
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                    if pat.func_plus_x =='plus':
                        texStrg+="+"
                    texStrg+="%.4g"%pat.func_x
                texStrg+=",y"
                if pat.func_plus_y != "NONE":
                    if pat.func_plus_y =='increase':
    
                        texStrg+="*"
    
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                    if pat.func_plus_y =='plus':
                        texStrg+="+"
                    texStrg+="%.4g"%pat.func_y
                texStrg+=",z"
                if pat.func_plus_z != "NONE":
                    if pat.func_plus_z =='increase':
    
                        texStrg+="*"
    
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                    if pat.func_plus_z =='plus':
                        texStrg+="+"
                    texStrg+="%.4g"%pat.func_z
                sort = -1
                if pat.func_list in {"f_comma","f_crossed_trough","f_cubic_saddle","f_cushion","f_devils_curve",
                                     "f_enneper","f_glob","f_heart","f_hex_x","f_hex_y","f_hunt_surface",
                                     "f_klein_bottle","f_kummer_surface_v1","f_lemniscate_of_gerono","f_mitre",
                                     "f_nodal_cubic","f_noise_generator","f_odd","f_paraboloid","f_pillow",
                                     "f_piriform","f_quantum","f_quartic_paraboloid","f_quartic_saddle",
                                     "f_sphere","f_steiners_roman","f_torus_gumdrop","f_umbrella"}:
                    sort = 0
                if pat.func_list in {"f_bicorn","f_bifolia","f_boy_surface","f_superellipsoid","f_torus"}:
                    sort = 1
                if pat.func_list in {"f_ellipsoid","f_folium_surface","f_hyperbolic_torus",
                                     "f_kampyle_of_eudoxus","f_parabolic_torus","f_quartic_cylinder","f_torus2"}:
                    sort = 2
                if pat.func_list in {"f_blob2","f_cross_ellipsoids","f_flange_cover","f_isect_ellipsoids",
                                     "f_kummer_surface_v2","f_ovals_of_cassini","f_rounded_box","f_spikes_2d","f_strophoid"}:
                    sort = 3
                if pat.func_list in {"f_algbr_cyl1","f_algbr_cyl2","f_algbr_cyl3","f_algbr_cyl4","f_blob","f_mesh1","f_poly4","f_spikes"}:
                    sort = 4
                if pat.func_list in {"f_devils_curve_2d","f_dupin_cyclid","f_folium_surface_2d","f_hetero_mf","f_kampyle_of_eudoxus_2d",
                                     "f_lemniscate_of_gerono_2d","f_polytubes","f_ridge","f_ridged_mf","f_spiral","f_witch_of_agnesi"}:
                    sort = 5
                if pat.func_list in {"f_helix1","f_helix2","f_piriform_2d","f_strophoid_2d"}:
                    sort = 6
                if pat.func_list == "f_helical_torus":
                    sort = 7
                if sort > -1:
                    texStrg+=",%.4g"%pat.func_P0
                if sort > 0:
                    texStrg+=",%.4g"%pat.func_P1
                if sort > 1:
                    texStrg+=",%.4g"%pat.func_P2
                if sort > 2:
                    texStrg+=",%.4g"%pat.func_P3
                if sort > 3:
                    texStrg+=",%.4g"%pat.func_P4
                if sort > 4:
                    texStrg+=",%.4g"%pat.func_P5
                if sort > 5:
                    texStrg+=",%.4g"%pat.func_P6
                if sort > 6:
                    texStrg+=",%.4g"%pat.func_P7
                    texStrg+=",%.4g"%pat.func_P8
                    texStrg+=",%.4g"%pat.func_P9
                texStrg+=")}\n"
            ############## end functions ###############################################################
    
            if pat.tex_pattern_type not in {'checker', 'hexagon', 'square', 'triangular', 'brick'}:
    
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                texStrg+="color_map {\n"
            numColor=0
            if tex.use_color_ramp == True:
                for el in tex.color_ramp.elements:
                    numColor+=1
                    pos = el.position
                    col=el.color
                    colR,colG,colB,colA = col[0],col[1],col[2],1-col[3]
                    if pat.tex_pattern_type not in {'checker', 'hexagon', 'square', 'triangular', 'brick'} :
                        texStrg+="[%.4g color rgbf<%.4g,%.4g,%.4g,%.4g>] \n"%(pos,colR,colG,colB,colA)
                    if pat.tex_pattern_type in {'brick','checker'} and numColor < 3:
                        texStrg+="color rgbf<%.4g,%.4g,%.4g,%.4g> \n"%(colR,colG,colB,colA)
                    if pat.tex_pattern_type == 'hexagon' and numColor < 4 :
                        texStrg+="color rgbf<%.4g,%.4g,%.4g,%.4g> \n"%(colR,colG,colB,colA)
                    if pat.tex_pattern_type == 'square' and numColor < 5 :
                        texStrg+="color rgbf<%.4g,%.4g,%.4g,%.4g> \n"%(colR,colG,colB,colA)
                    if pat.tex_pattern_type == 'triangular' and numColor < 7 :
                        texStrg+="color rgbf<%.4g,%.4g,%.4g,%.4g> \n"%(colR,colG,colB,colA)
            else:
                texStrg+="[0 color rgbf<0,0,0,1>]\n"
                texStrg+="[1 color rgbf<1,1,1,0>]\n"
    
            if pat.tex_pattern_type not in {'checker', 'hexagon', 'square', 'triangular', 'brick'} :
                texStrg+="} \n"
            if pat.tex_pattern_type == 'brick':
    
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                texStrg+="brick_size <%.4g, %.4g, %.4g> mortar %.4g \n"%(pat.brick_size_x, pat.brick_size_y, pat.brick_size_z, pat.brick_mortar)
            texStrg+="%s \n"%mappingDif
            texStrg+="rotate <%.4g,%.4g,%.4g> \n"%(pat.tex_rot_x, pat.tex_rot_y, pat.tex_rot_z)
            texStrg+="turbulence <%.4g,%.4g,%.4g> \n"%(pat.warp_turbulence_x, pat.warp_turbulence_y, pat.warp_turbulence_z)
            texStrg+="octaves %s \n"%pat.modifier_octaves
            texStrg+="lambda %.4g \n"%pat.modifier_lambda
            texStrg+="omega %.4g \n"%pat.modifier_omega
            texStrg+="frequency %.4g \n"%pat.modifier_frequency
    
            texStrg+="phase %.4g \n"%pat.modifier_phase
    
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            texStrg+="}\n\n"
            texStrg+="#declare f%s=\n"%PATname
    
            texStrg+="function{pigment{%s}}\n"%PATname
    
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            texStrg+="\n"
        return(texStrg)
    
    def writeTextureInfluence(mater, materialNames, LocalMaterialNames, path_image, lampCount,
                                imageFormat, imgMap, imgMapTransforms, tabWrite, comments,
    
                                string_strip_hyphen, safety, col, os, preview_dir, unpacked_images):
    
        material_finish = materialNames[mater.name]
    
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        if mater.use_transparency:
            trans = 1.0 - mater.alpha
        else:
    
            trans = 0.0
    
        if ((mater.specular_color.s == 0.0) or (mater.diffuse_shader == 'MINNAERT')):
        # No layered texture because of aoi pattern used for minnaert and pov can't layer patterned
    
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            colored_specular_found = False
        else:
            colored_specular_found = True
    
        if mater.use_transparency and mater.transparency_method == 'RAYTRACE':
            povFilter = mater.raytrace_transparency.filter * (1.0 - mater.alpha)
            trans = (1.0 - mater.alpha) - povFilter
        else:
            povFilter = 0.0
    
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        ##############SF
        texturesDif = ""
        texturesSpec = ""
        texturesNorm = ""
        texturesAlpha = ""
        #proceduralFlag=False
        for t in mater.texture_slots:
    
            if t and (t.use and (t.texture is not None)):
                # 'NONE' ('NONE' type texture is different from no texture covered above)
                if (t.texture.type == 'NONE' and t.texture.pov.tex_pattern_type == 'emulator'):
                    continue # move to next slot
                # PROCEDURAL
                elif (t.texture.type != 'IMAGE' and t.texture.type != 'NONE'):
                    proceduralFlag=True
                    image_filename = "PAT_%s"%string_strip_hyphen(bpy.path.clean_name(t.texture.name))
                    if image_filename:
                        if t.use_map_color_diffuse:
                            texturesDif = image_filename
                            # colvalue = t.default_value  # UNUSED
                            t_dif = t
                            if t_dif.texture.pov.tex_gamma_enable:
                                imgGamma = (" gamma %.3g " % t_dif.texture.pov.tex_gamma_value)
                        if t.use_map_specular or t.use_map_raymir:
                            texturesSpec = image_filename
                            # colvalue = t.default_value  # UNUSED
                            t_spec = t
                        if t.use_map_normal:
                            texturesNorm = image_filename
    
                            # colvalue = t.normal_factor/10 # UNUSED
    
                            #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  # UNUSED
                            #textDispName=t.texture.image.name + ".displ"
                            #was the above used? --MR
                            t_alpha = t
    
    
                # RASTER IMAGE
    
                elif (t.texture.type == 'IMAGE' and t.texture.image and t.texture.pov.tex_pattern_type == 'emulator'):
                    proceduralFlag=False
                    #PACKED
                    if t.texture.image.packed_file:
                        orig_image_filename=t.texture.image.filepath_raw
                        unpackedfilename= os.path.join(preview_dir,("unpacked_img_"+(string_strip_hyphen(bpy.path.clean_name(t.texture.name)))))
                        if not os.path.exists(unpackedfilename):
                            # record which images that were newly copied and can be safely
                            # cleaned up
    
                            unpacked_images.append(unpackedfilename)
    
                        t.texture.image.filepath_raw=unpackedfilename
                        t.texture.image.save()
                        image_filename = unpackedfilename.replace("\\","/")
    
                        # .replace("\\","/") to get only forward slashes as it's what POV prefers,
    
                        # even on windows
                        t.texture.image.filepath_raw=orig_image_filename
                    #FILE
                    else:
                        image_filename = path_image(t.texture.image)
                    # IMAGE SEQUENCE BEGINS
                    if image_filename:
                        if bpy.data.images[t.texture.image.name].source == 'SEQUENCE':
    
                            korvaa = "." + str(t.texture.image_user.frame_offset + 1).zfill(3) + "."
    
                            image_filename = image_filename.replace(".001.", korvaa)
                            print(" seq debug ")
                            print(image_filename)
                    # IMAGE SEQUENCE ENDS
                    imgGamma = ""
                    if image_filename:
                        if t.use_map_color_diffuse:
                            texturesDif = image_filename
                            # colvalue = t.default_value  # UNUSED
                            t_dif = t
                            if t_dif.texture.pov.tex_gamma_enable:
                                imgGamma = (" gamma %.3g " % t_dif.texture.pov.tex_gamma_value)
                        if t.use_map_specular or t.use_map_raymir:
                            texturesSpec = image_filename
                            # colvalue = t.default_value  # UNUSED
                            t_spec = t
                        if t.use_map_normal:
                            texturesNorm = image_filename
    
                            # colvalue = t.normal_factor/10  # UNUSED
    
                            #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  # UNUSED
                            #textDispName=t.texture.image.name + ".displ"
                            #was the above used? --MR
                            t_alpha = t
    
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        ####################################################################################
    
    
    
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        # THIS AREA NEEDS TO LEAVE THE TEXTURE OPEN UNTIL ALL MAPS ARE WRITTEN DOWN.
        # --MR
        currentMatName = string_strip_hyphen(materialNames[mater.name])
        LocalMaterialNames.append(currentMatName)
    
        tabWrite("\n#declare MAT_%s = \ntexture{\n" % currentMatName)
    
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        ################################################################################
    
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        if mater.pov.replacement_text != "":
    
            tabWrite("%s\n" % mater.pov.replacement_text)
    
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        #################################################################################
        if mater.diffuse_shader == 'MINNAERT':
            tabWrite("\n")
            tabWrite("aoi\n")
            tabWrite("texture_map {\n")
            tabWrite("[%.3g finish {diffuse %.3g}]\n" % \
                     (mater.darkness / 2.0, 2.0 - mater.darkness))
            tabWrite("[%.3g\n" % (1.0 - (mater.darkness / 2.0)))
    
        if mater.diffuse_shader == 'FRESNEL':
            # For FRESNEL diffuse in POV, we'll layer slope patterned textures
            # with lamp vector as the slope vector and nest one slope per lamp
            # into each texture map's entry.
    
            c = 1
            while (c <= lampCount):
                tabWrite("slope { lampTarget%s }\n" % (c))
                tabWrite("texture_map {\n")
                # Diffuse Fresnel value and factor go up to five,
                # other kind of values needed: used the number 5 below to remap
                tabWrite("[%.3g finish {diffuse %.3g}]\n" % \
                         ((5.0 - mater.diffuse_fresnel) / 5,
                          (mater.diffuse_intensity *
                           ((5.0 - mater.diffuse_fresnel_factor) / 5))))
                tabWrite("[%.3g\n" % ((mater.diffuse_fresnel_factor / 5) *
                                      (mater.diffuse_fresnel / 5.0)))
                c += 1
    
        # if shader is a 'FRESNEL' or 'MINNAERT': slope pigment pattern or aoi
        # and texture map above, the rest below as one of its entry
    
        if texturesSpec != "" or texturesAlpha != "":
            if texturesSpec != "":
                # tabWrite("\n")
                tabWrite("pigment_pattern {\n")
    
                mappingSpec =imgMapTransforms(t_spec)
    
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                if texturesSpec and texturesSpec.startswith("PAT_"):
    
                    tabWrite("function{f%s(x,y,z).grey}\n" %texturesSpec)
                    tabWrite("%s\n" % mappingSpec)
    
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                else:
    
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                    tabWrite("uv_mapping image_map{%s \"%s\" %s}\n" % \
                             (imageFormat(texturesSpec), texturesSpec, imgMap(t_spec)))
                    tabWrite("%s\n" % mappingSpec)
                tabWrite("}\n")
                tabWrite("texture_map {\n")
                tabWrite("[0 \n")
    
            if texturesDif == "":
                if texturesAlpha != "":
                    tabWrite("\n")
    
    
                    mappingAlpha = imgMapTransforms(t_alpha)
    
    
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                    if texturesAlpha and texturesAlpha.startswith("PAT_"):
    
                        tabWrite("function{f%s(x,y,z).transmit}%s\n" %(texturesAlpha, mappingAlpha))
    
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                    else:
    
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                        tabWrite("pigment {pigment_pattern {uv_mapping image_map" \
                                 "{%s \"%s\" %s}%s" % \
                                 (imageFormat(texturesAlpha), texturesAlpha,
                                  imgMap(t_alpha), mappingAlpha))
                    tabWrite("}\n")
                    tabWrite("pigment_map {\n")
                    tabWrite("[0 color rgbft<0,0,0,1,1>]\n")
                    tabWrite("[1 color rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>]\n" % \
                             (col[0], col[1], col[2], povFilter, trans))
                    tabWrite("}\n")
                    tabWrite("}\n")
    
                else:
    
                    tabWrite("pigment {rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>}\n" % \
                             (col[0], col[1], col[2], povFilter, trans))
    
                if texturesSpec != "":
                    # Level 1 is no specular
                    tabWrite("finish {%s}\n" % (safety(material_finish, Level=1)))
    
                else:
                    # Level 2 is translated spec
                    tabWrite("finish {%s}\n" % (safety(material_finish, Level=2)))
    
            else:
                mappingDif = imgMapTransforms(t_dif)
    
                if texturesAlpha != "":
                    mappingAlpha = imgMapTransforms(t_alpha)
    
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                    tabWrite("pigment {\n")
                    tabWrite("pigment_pattern {\n")
                    if texturesAlpha and texturesAlpha.startswith("PAT_"):
    
                        tabWrite("function{f%s(x,y,z).transmit}%s\n" %(texturesAlpha, mappingAlpha))
    
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                    else:
                        tabWrite("uv_mapping image_map{%s \"%s\" %s}%s}\n" % \
                                 (imageFormat(texturesAlpha), texturesAlpha,
                                  imgMap(t_alpha), mappingAlpha))
                    tabWrite("pigment_map {\n")
                    tabWrite("[0 color rgbft<0,0,0,1,1>]\n")
                    #if texturesAlpha and texturesAlpha.startswith("PAT_"):
    
                        #tabWrite("[1 pigment{%s}]\n" %texturesDif)
    
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                    if texturesDif and not texturesDif.startswith("PAT_"):
                        tabWrite("[1 uv_mapping image_map {%s \"%s\" %s} %s]\n" % \
                                 (imageFormat(texturesDif), texturesDif,
                                  (imgGamma + imgMap(t_dif)), mappingDif))
                    elif texturesDif and texturesDif.startswith("PAT_"):
    
                        tabWrite("[1 %s]\n" %texturesDif)
    
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                    tabWrite("}\n")
                    tabWrite("}\n")
                    if texturesAlpha and texturesAlpha.startswith("PAT_"):
                        tabWrite("}\n")
    
                else:
                    if texturesDif and texturesDif.startswith("PAT_"):
    
                        tabWrite("pigment{%s}\n" %texturesDif)
    
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                    else:
                        tabWrite("pigment {uv_mapping image_map {%s \"%s\" %s}%s}\n" % \
                                 (imageFormat(texturesDif), texturesDif,
                                  (imgGamma + imgMap(t_dif)), mappingDif))
    
                if texturesSpec != "":
                    # Level 1 is no specular
                    tabWrite("finish {%s}\n" % (safety(material_finish, Level=1)))
    
                else:
                    # Level 2 is translated specular
                    tabWrite("finish {%s}\n" % (safety(material_finish, Level=2)))
    
                ## scale 1 rotate y*0
                #imageMap = ("{image_map {%s \"%s\" %s }\n" % \