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file.write('\t\t%d' % (len(me.faces) + quadCount)) # faces count
for fi, fv in enumerate(faces_verts):
if len(fv) == 4:
indicies = (0, 1, 2), (0, 2, 3)
else:
indicies = ((0, 1, 2),)
for i1, i2, i3 in indicies:
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file.write(',\n\t\t<%d,%d,%d>' %\
(uniqueNormals[verts_normals[fv[i1]]][0],\
uniqueNormals[verts_normals[fv[i2]]][0],\
uniqueNormals[verts_normals[fv[i3]]][0])) # vert count
else:
idx = uniqueNormals[faces_normals[fi]][0]
file.write(',\n\t\t<%d,%d,%d>' % (idx, idx, idx)) # vert count
file.write('\n }\n')
if uv_layer:
file.write('\tuv_indices {\n')
file.write('\t\t%d' % (len(me.faces) + quadCount)) # faces count
for fi, fv in enumerate(faces_verts):
if len(fv) == 4:
indicies = (0, 1, 2), (0, 2, 3)
else:
indicies = ((0, 1, 2),)
uv = uv_layer[fi]
if len(faces_verts[fi]) == 4:
uvs = tuple(uv.uv1), tuple(uv.uv2), tuple(uv.uv3), tuple(uv.uv4)
else:
uvs = tuple(uv.uv1), tuple(uv.uv2), tuple(uv.uv3)
for i1, i2, i3 in indicies:
file.write(',\n\t\t<%d,%d,%d>' %\
(uniqueUVs[uvs[i1]][0],\
uniqueUVs[uvs[i2]][0],\
try:
material = me.materials[0] # dodgy
writeObjectMaterial(material)
except IndexError:
print(me)
file.write('%s\n' % ob.name) # Use named declaration to allow reference e.g. for baking. MR
bpy.data.meshes.remove(me)
def exportWorld(world):
render = scene.render
camera = scene.camera
matrix = camera.matrix_world
#############Maurice####################################
#These lines added to get sky gradient (visible with PNG output)
if world:
#For simple flat background:
if not world.use_sky_blend:
#Non fully transparent background could premultiply alpha and avoid anti-aliasing display issue:
if render.alpha_mode == 'PREMUL' or render.alpha_mode == 'PREMUL' :
file.write('background {rgbt<%.3g, %.3g, %.3g, 0.75>}\n' % (tuple(world.horizon_color)))
#Currently using no alpha with Sky option:
elif render.alpha_mode == 'SKY':
file.write('background {rgbt<%.3g, %.3g, %.3g, 0>}\n' % (tuple(world.horizon_color)))
#StraightAlpha:
else:
file.write('background {rgbt<%.3g, %.3g, %.3g, 1>}\n' % (tuple(world.horizon_color)))
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#For Background image textures
for t in world.texture_slots: #risk to write several sky_spheres but maybe ok.
if t and t.texture.type == 'IMAGE': #and t.use: #No enable checkbox for world textures yet (report it?)
image_filename = path_image(t.texture.image.filepath)
if t.texture.image.filepath != image_filename: t.texture.image.filepath = image_filename
if image_filename != '' and t.use_map_blend:
texturesBlend = image_filename
#colvalue = t.default_value
t_blend = t
#commented below was an idea to make the Background image oriented as camera taken here: http://news.povray.org/povray.newusers/thread/%3Cweb.4a5cddf4e9c9822ba2f93e20@news.povray.org%3E/
#mappingBlend = (" translate <%.4g,%.4g,%.4g> rotate z*degrees(atan((camLocation - camLookAt).x/(camLocation - camLookAt).y)) rotate x*degrees(atan((camLocation - camLookAt).y/(camLocation - camLookAt).z)) rotate y*degrees(atan((camLocation - camLookAt).z/(camLocation - camLookAt).x)) scale <%.4g,%.4g,%.4g>b" % (t_blend.offset.x / 10 ,t_blend.offset.y / 10 ,t_blend.offset.z / 10, t_blend.scale.x ,t_blend.scale.y ,t_blend.scale.z))#replace 4/3 by the ratio of each image found by some custom or existing function
#using camera rotation valuesdirectly from blender seems much easier
mappingBlend = (" translate <%.4g-0.5,%.4g-0.5,%.4g-0.5> rotate<%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>" % (t_blend.offset.x / 10 ,t_blend.offset.y / 10 ,t_blend.offset.z / 10, degrees(camera.rotation_euler[0]), degrees(camera.rotation_euler[1]), degrees(camera.rotation_euler[2]), t_blend.scale.x*0.85 , t_blend.scale.y*0.85 , t_blend.scale.z*0.85 ))
#Putting the map on a plane would not introduce the skysphere distortion and allow for better image scale matching but also some waay to chose depth and size of the plane relative to camera.
file.write('sky_sphere {\n')
file.write('\tpigment {\n')
file.write("\t\timage_map{%s \"%s\" %s}\n\t}\n\t%s\n" % (imageFormat(texturesBlend),texturesBlend,imgMapBG(t_blend),mappingBlend))
file.write('}\n')
#file.write('\t\tscale 2\n')
#file.write('\t\ttranslate -1\n')
#For only Background gradient
if not t:
if world.use_sky_blend:
file.write('sky_sphere {\n')
file.write('\tpigment {\n')
file.write('\t\tgradient z\n')#maybe Should follow the advice of POV doc about replacing gradient for skysphere..5.5
file.write('\t\tcolor_map {\n')
if render.alpha_mode == 'STRAIGHT':
file.write('\t\t\t[0.0 rgbt<%.3g, %.3g, %.3g, 1>]\n' % (tuple(world.horizon_color)))
file.write('\t\t\t[1.0 rgbt<%.3g, %.3g, %.3g, 1>]\n' % (tuple(world.zenith_color)))
elif render.alpha_mode == 'PREMUL':
file.write('\t\t\t[0.0 rgbt<%.3g, %.3g, %.3g, 0.99>]\n' % (tuple(world.horizon_color)))
file.write('\t\t\t[1.0 rgbt<%.3g, %.3g, %.3g, 0.99>]\n' % (tuple(world.zenith_color))) #aa premult not solved with transmit 1
file.write('\t\t\t[0.0 rgbt<%.3g, %.3g, %.3g, 0>]\n' % (tuple(world.horizon_color)))
file.write('\t\t\t[1.0 rgbt<%.3g, %.3g, %.3g, 0>]\n' % (tuple(world.zenith_color)))
file.write('\t\t}\n')
file.write('\t}\n')
file.write('}\n')
#sky_sphere alpha (transmit) is not translating into image alpha the same way as "background"
scene.pov_radio_enable=1
#Maybe change the above to scene.pov_radio_enable = world.light_settings.use_indirect_light ?
###############################################################
if mist.use_mist:
file.write('fog {\n')
file.write('\tdistance %.6f\n' % mist.depth)
file.write('\tcolor rgbt<%.3g, %.3g, %.3g, %.3g>\n' % (tuple(world.horizon_color) + (1 - mist.intensity,)))
#file.write('\tfog_offset %.6f\n' % mist.start)
#file.write('\tfog_alt 5\n')
#file.write('\tturbulence 0.2\n')
#file.write('\tturb_depth 0.3\n')
file.write('\tfog_type 1\n')
file.write('}\n')
def exportGlobalSettings(scene):
file.write('global_settings {\n')
if scene.pov_radio_enable:
file.write('\tradiosity {\n')
file.write("\t\tadc_bailout %.4g\n" % scene.pov_radio_adc_bailout)
file.write("\t\talways_sample %d\n" % scene.pov_radio_always_sample)
file.write("\t\tbrightness %.4g\n" % scene.pov_radio_brightness)
file.write("\t\tcount %d\n" % scene.pov_radio_count)
file.write("\t\terror_bound %.4g\n" % scene.pov_radio_error_bound)
file.write("\t\tgray_threshold %.4g\n" % scene.pov_radio_gray_threshold)
file.write("\t\tlow_error_factor %.4g\n" % scene.pov_radio_low_error_factor)
file.write("\t\tmedia %d\n" % scene.pov_radio_media)
file.write("\t\tminimum_reuse %.4g\n" % scene.pov_radio_minimum_reuse)
file.write("\t\tnearest_count %d\n" % scene.pov_radio_nearest_count)
file.write("\t\tnormal %d\n" % scene.pov_radio_normal)
file.write("\t\trecursion_limit %d\n" % scene.pov_radio_recursion_limit)
file.write('\t}\n')
once=1
for material in bpy.data.materials:
if material.subsurface_scattering.use and once:
file.write("\tmm_per_unit %.6f\n" % (material.subsurface_scattering.scale * (-100) + 15))#In pov, the scale has reversed influence compared to blender. these number should correct that
once=0 #In povray, the scale factor for all subsurface shaders needs to be the same
file.write("\tambient_light rgb<%.3g, %.3g, %.3g>\n" % tuple(world.ambient_color))
if material.pov_photons_refraction or material.pov_photons_reflection:
file.write("\tphotons {\n")
file.write("\t\tspacing 0.003\n")
file.write("\t\tmax_trace_level 4\n")
file.write("\t\tadc_bailout 0.1\n")
file.write("\t\tgather 30, 150\n")
file.write("\t}\n")
file.write('}\n')
# Convert all materials to strings we can access directly per vertex.
writeMaterial(None) # default material
for material in bpy.data.materials:
writeMaterial(material)
exportLamps([l for l in sel if l.type == 'LAMP'])
exportMeta([l for l in sel if l.type == 'META'])
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exportWorld(scene.world)
exportGlobalSettings(scene)
file.close()
def write_pov_ini(filename_ini, filename_pov, filename_image):
scene = bpy.data.scenes[0]
render = scene.render
x = int(render.resolution_x * render.resolution_percentage * 0.01)
y = int(render.resolution_y * render.resolution_percentage * 0.01)
file = open(filename_ini, 'w')
file.write('Input_File_Name="%s"\n' % filename_pov)
file.write('Output_File_Name="%s"\n' % filename_image)
file.write('Width=%d\n' % x)
file.write('Height=%d\n' % y)
# Needed for border render.
'''
file.write('Start_Column=%d\n' % part.x)
file.write('End_Column=%d\n' % (part.x+part.w))
file.write('Start_Row=%d\n' % (part.y))
file.write('End_Row=%d\n' % (part.y+part.h))
'''
file.write('Bounding_method=2\n')#The new automatic BSP is faster in most scenes
file.write('Display=1\n')#Activated (turn this back off when better live exchange is done between the two programs (see next comment)
file.write('Output_File_Type=N\n') # PNG, with POV 3.7, can show background color with alpha. In the long run using the Povray interactive preview like bishop 3D could solve the preview for all formats.
#file.write('Output_File_Type=T\n') # TGA, best progressive loading
aa_mapping = {'5': 2, '8': 3, '11': 4, '16': 5} # method 2 (recursive) with higher max subdiv forced because no mipmapping in povray needs higher sampling.
file.write('Antialias_Depth=%d\n' % aa_mapping[render.antialiasing_samples])
file.write('Antialias_Threshold=0.1\n')#rather high settings but necessary.
file.write('Jitter=off\n')#prevent animation flicker
else:
file.write('Antialias=0\n')
file.close()
class PovrayRender(bpy.types.RenderEngine):
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DELAY = 0.05
def _export(self, scene):
import tempfile
self._temp_file_in = tempfile.mktemp(suffix='.pov')
self._temp_file_out = tempfile.mktemp(suffix='.png')#PNG with POV 3.7, can show the background color with alpha. In the long run using the Povray interactive preview like bishop 3D could solve the preview for all formats.
#self._temp_file_out = tempfile.mktemp(suffix='.tga')
self._temp_file_ini = tempfile.mktemp(suffix='.ini')
'''
self._temp_file_in = '/test.pov'
self._temp_file_out = '/test.png'#PNG with POV 3.7, can show the background color with alpha. In the long run using the Povray interactive preview like bishop 3D could solve the preview for all formats.
#self._temp_file_out = '/test.tga'
self._temp_file_ini = '/test.ini'
'''
def info_callback(txt):
write_pov(self._temp_file_in, scene, info_callback)
def _render(self):
try:
os.remove(self._temp_file_out) # so as not to load the old file
pass
write_pov_ini(self._temp_file_ini, self._temp_file_in, self._temp_file_out)
print ("***-STARTING-***")
pov_binary = "povray"
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extra_args = []
regKey = winreg.OpenKey(winreg.HKEY_CURRENT_USER, 'Software\\POV-Ray\\v3.7\\Windows')
if bitness == 64:
pov_binary = winreg.QueryValueEx(regKey, 'Home')[0] + '\\bin\\pvengine64'
else:
pov_binary = winreg.QueryValueEx(regKey, 'Home')[0] + '\\bin\\pvengine'
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else:
# DH - added -d option to prevent render window popup which leads to segfault on linux
extra_args.append("-d")
if 1:
# TODO, when povray isnt found this gives a cryptic error, would be nice to be able to detect if it exists
try:
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self._process = subprocess.Popen([pov_binary, self._temp_file_ini] + extra_args) # stdout=subprocess.PIPE, stderr=subprocess.PIPE
print("POVRAY 3.7: could not execute '%s', possibly povray isn't installed" % pov_binary)
import traceback
traceback.print_exc()
print ("***-DONE-***")
return False
else:
# This works too but means we have to wait until its done
os.system('%s %s' % (pov_binary, self._temp_file_ini))
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# print ("***-DONE-***")
return True
def _cleanup(self):
for f in (self._temp_file_in, self._temp_file_ini, self._temp_file_out):
try:
os.remove(f)
except OSError: #was that the proper error type?
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_process = None
self.update_stats("", "POVRAY 3.7: Exporting data from Blender")
##WIP output format
## if r.file_format == 'OPENEXR':
## fformat = 'EXR'
## render.color_mode = 'RGBA'
## else:
## fformat = 'TGA'
## r.file_format = 'TARGA'
## r.color_mode = 'RGBA'
# compute resolution
x = int(r.resolution_x * r.resolution_percentage * 0.01)
y = int(r.resolution_y * r.resolution_percentage * 0.01)
# Wait for the file to be created
while not os.path.exists(self._temp_file_out):
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# print("***POV WAITING FOR FILE***")
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print("***POV INTERRUPTED***")
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poll_result = self._process.poll()
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print("***POV PROCESS FAILED : %s ***" % poll_result)
break
time.sleep(self.DELAY)
if os.path.exists(self._temp_file_out):
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# print("***POV FILE OK***")
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# print("***POV UPDATING IMAGE***")
result = self.begin_result(0, 0, x, y)
lay = result.layers[0]
# possible the image wont load early on.
try:
lay.load_from_file(self._temp_file_out)
pass
self.end_result(result)
# Update while povray renders
while True:
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# print("***POV RENDER LOOP***")
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print("***POV PROCESS FINISHED***")
update_image()
break
# user exit
if self.test_break():
try:
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print("***POV PROCESS INTERRUPTED***")
pass
break
# Would be nice to redirect the output
# stdout_value, stderr_value = self._process.communicate() # locks
# check if the file updated
new_size = os.path.getsize(self._temp_file_out)
if new_size != prev_size:
update_image()
prev_size = new_size
time.sleep(self.DELAY)
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else:
print("***POV FILE NOT FOUND***")
print("***POV FINISHED***")