Skip to content
Snippets Groups Projects
texturing_procedural.py 27.1 KiB
Newer Older
  • Learn to ignore specific revisions
  • 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692
    # SPDX-License-Identifier: GPL-2.0-or-later
    
    """Use Blender procedural textures exported to POV patterns."""
    
    import bpy
    
    
    def export_pattern(texture):
        """Translate Blender procedural textures to POV patterns and write to pov file.
    
        Function Patterns can be used to better access sub components of a pattern like
        grey values for influence mapping
        """
        from .render import string_strip_hyphen
    
        tex = texture
        pat = tex.pov
        pat_name = "PAT_%s" % string_strip_hyphen(bpy.path.clean_name(tex.name))
        mapping_dif = "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,
        )
        text_strg = ""
    
        def export_color_ramp(texture):
            tex = texture
            pat = tex.pov
            col_ramp_strg = "color_map {\n"
            for num_color, el in enumerate(tex.color_ramp.elements, start=1):
                pos = el.position
                col = el.color
                col_r, col_g, col_b, col_a = col[0], col[1], col[2], 1 - col[3]
                if pat.tex_pattern_type not in {
                    "checker",
                    "hexagon",
                    "square",
                    "triangular",
                    "brick",
                }:
                    col_ramp_strg += "[%.4g color rgbf<%.4g,%.4g,%.4g,%.4g>] \n" % (
                        pos,
                        col_r,
                        col_g,
                        col_b,
                        col_a,
                    )
                if pat.tex_pattern_type in {"brick", "checker"} and num_color < 3:
                    col_ramp_strg += "color rgbf<%.4g,%.4g,%.4g,%.4g> \n" % (
                        col_r,
                        col_g,
                        col_b,
                        col_a,
                    )
                if pat.tex_pattern_type == "hexagon" and num_color < 4:
                    col_ramp_strg += "color rgbf<%.4g,%.4g,%.4g,%.4g> \n" % (
                        col_r,
                        col_g,
                        col_b,
                        col_a,
                    )
                if pat.tex_pattern_type == "square" and num_color < 5:
                    col_ramp_strg += "color rgbf<%.4g,%.4g,%.4g,%.4g> \n" % (
                        col_r,
                        col_g,
                        col_b,
                        col_a,
                    )
                if pat.tex_pattern_type == "triangular" and num_color < 7:
                    col_ramp_strg += "color rgbf<%.4g,%.4g,%.4g,%.4g> \n" % (
                        col_r,
                        col_g,
                        col_b,
                        col_a,
                    )
    
            col_ramp_strg += "} \n"
            # end color map
            return col_ramp_strg
    
        # 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":
            text_strg += "pigment {\n"
            # ------------------------- EMULATE BLENDER VORONOI TEXTURE ------------------------- #
            if tex.type == "VORONOI":
                text_strg += "crackle\n"
                text_strg += "    offset %.4g\n" % tex.nabla
                text_strg += "    form <%.4g,%.4g,%.4g>\n" % (
                    tex.weight_1,
                    tex.weight_2,
                    tex.weight_3,
                )
                if tex.distance_metric == "DISTANCE":
                    text_strg += "    metric 2.5\n"
                if tex.distance_metric == "DISTANCE_SQUARED":
                    text_strg += "    metric 2.5\n"
                    text_strg += "    poly_wave 2\n"
                if tex.distance_metric == "MINKOVSKY":
                    text_strg += "    metric %s\n" % tex.minkovsky_exponent
                if tex.distance_metric == "MINKOVSKY_FOUR":
                    text_strg += "    metric 4\n"
                if tex.distance_metric == "MINKOVSKY_HALF":
                    text_strg += "    metric 0.5\n"
                if tex.distance_metric == "CHEBYCHEV":
                    text_strg += "    metric 10\n"
                if tex.distance_metric == "MANHATTAN":
                    text_strg += "    metric 1\n"
    
                if tex.color_mode == "POSITION":
                    text_strg += "solid\n"
                text_strg += "scale 0.25\n"
                if tex.use_color_ramp:
                    text_strg += export_color_ramp(tex)
                else:
                    text_strg += "color_map {\n"
                    text_strg += "[0 color rgbt<0,0,0,1>]\n"
                    text_strg += "[1 color rgbt<1,1,1,0>]\n"
                    text_strg += "}\n"
    
            # ------------------------- EMULATE BLENDER CLOUDS TEXTURE ------------------------- #
            if tex.type == "CLOUDS":
                if tex.noise_type == "SOFT_NOISE":
                    text_strg += "wrinkles\n"
                    text_strg += "scale 0.25\n"
                else:
                    text_strg += "granite\n"
                if tex.use_color_ramp:
                    text_strg += export_color_ramp(tex)
                else:
                    text_strg += "color_map {\n"
                    text_strg += "[0 color rgbt<0,0,0,1>]\n"
                    text_strg += "[1 color rgbt<1,1,1,0>]\n"
                    text_strg += "}\n"
    
            # ------------------------- EMULATE BLENDER WOOD TEXTURE ------------------------- #
            if tex.type == "WOOD":
                if tex.wood_type == "RINGS":
                    text_strg += "wood\n"
                    text_strg += "scale 0.25\n"
                if tex.wood_type == "RINGNOISE":
                    text_strg += "wood\n"
                    text_strg += "scale 0.25\n"
                    text_strg += "turbulence %.4g\n" % (tex.turbulence / 100)
                if tex.wood_type == "BANDS":
                    text_strg += "marble\n"
                    text_strg += "scale 0.25\n"
                    text_strg += "rotate <45,-45,45>\n"
                if tex.wood_type == "BANDNOISE":
                    text_strg += "marble\n"
                    text_strg += "scale 0.25\n"
                    text_strg += "rotate <45,-45,45>\n"
                    text_strg += "turbulence %.4g\n" % (tex.turbulence / 10)
    
                if tex.noise_basis_2 == "SIN":
                    text_strg += "sine_wave\n"
                if tex.noise_basis_2 == "TRI":
                    text_strg += "triangle_wave\n"
                if tex.noise_basis_2 == "SAW":
                    text_strg += "ramp_wave\n"
                if tex.use_color_ramp:
                    text_strg += export_color_ramp(tex)
                else:
                    text_strg += "color_map {\n"
                    text_strg += "[0 color rgbt<0,0,0,0>]\n"
                    text_strg += "[1 color rgbt<1,1,1,0>]\n"
                    text_strg += "}\n"
    
            # ------------------------- EMULATE BLENDER STUCCI TEXTURE ------------------------- #
            if tex.type == "STUCCI":
                text_strg += "bozo\n"
                text_strg += "scale 0.25\n"
                if tex.noise_type == "HARD_NOISE":
                    text_strg += "triangle_wave\n"
                    if tex.use_color_ramp:
                        text_strg += export_color_ramp(tex)
                    else:
                        text_strg += "color_map {\n"
                        text_strg += "[0 color rgbf<1,1,1,0>]\n"
                        text_strg += "[1 color rgbt<0,0,0,1>]\n"
                        text_strg += "}\n"
                else:
                    if tex.use_color_ramp:
                        text_strg += export_color_ramp(tex)
                    else:
                        text_strg += "color_map {\n"
                        text_strg += "[0 color rgbf<0,0,0,1>]\n"
                        text_strg += "[1 color rgbt<1,1,1,0>]\n"
                        text_strg += "}\n"
    
            # ------------------------- EMULATE BLENDER MAGIC TEXTURE ------------------------- #
            if tex.type == "MAGIC":
                text_strg += "leopard\n"
                if tex.use_color_ramp:
                    text_strg += export_color_ramp(tex)
                else:
                    text_strg += "color_map {\n"
                    text_strg += "[0 color rgbt<1,1,1,0.5>]\n"
                    text_strg += "[0.25 color rgbf<0,1,0,0.75>]\n"
                    text_strg += "[0.5 color rgbf<0,0,1,0.75>]\n"
                    text_strg += "[0.75 color rgbf<1,0,1,0.75>]\n"
                    text_strg += "[1 color rgbf<0,1,0,0.75>]\n"
                    text_strg += "}\n"
                text_strg += "scale 0.1\n"
    
            # ------------------------- EMULATE BLENDER MARBLE TEXTURE ------------------------- #
            if tex.type == "MARBLE":
                text_strg += "marble\n"
                text_strg += "turbulence 0.5\n"
                text_strg += "noise_generator 3\n"
                text_strg += "scale 0.75\n"
                text_strg += "rotate <45,-45,45>\n"
                if tex.use_color_ramp:
                    text_strg += export_color_ramp(tex)
                else:
                    if tex.marble_type == "SOFT":
                        text_strg += "color_map {\n"
                        text_strg += "[0 color rgbt<0,0,0,0>]\n"
                        text_strg += "[0.05 color rgbt<0,0,0,0>]\n"
                        text_strg += "[1 color rgbt<0.9,0.9,0.9,0>]\n"
                        text_strg += "}\n"
                    elif tex.marble_type == "SHARP":
                        text_strg += "color_map {\n"
                        text_strg += "[0 color rgbt<0,0,0,0>]\n"
                        text_strg += "[0.025 color rgbt<0,0,0,0>]\n"
                        text_strg += "[1 color rgbt<0.9,0.9,0.9,0>]\n"
                        text_strg += "}\n"
                    else:
                        text_strg += "[0 color rgbt<0,0,0,0>]\n"
                        text_strg += "[1 color rgbt<1,1,1,0>]\n"
                        text_strg += "}\n"
                if tex.noise_basis_2 == "SIN":
                    text_strg += "sine_wave\n"
                if tex.noise_basis_2 == "TRI":
                    text_strg += "triangle_wave\n"
                if tex.noise_basis_2 == "SAW":
                    text_strg += "ramp_wave\n"
    
            # ------------------------- EMULATE BLENDER BLEND TEXTURE ------------------------- #
            if tex.type == "BLEND":
                if tex.progression == "RADIAL":
                    text_strg += "radial\n"
                    if tex.use_flip_axis == "HORIZONTAL":
                        text_strg += "rotate x*90\n"
                    else:
                        text_strg += "rotate <-90,0,90>\n"
                    text_strg += "ramp_wave\n"
                elif tex.progression == "SPHERICAL":
                    text_strg += "spherical\n"
                    text_strg += "scale 3\n"
                    text_strg += "poly_wave 1\n"
                elif tex.progression == "QUADRATIC_SPHERE":
                    text_strg += "spherical\n"
                    text_strg += "scale 3\n"
                    text_strg += "    poly_wave 2\n"
                elif tex.progression == "DIAGONAL":
                    text_strg += "gradient <1,1,0>\n"
                    text_strg += "scale 3\n"
                elif tex.use_flip_axis == "HORIZONTAL":
                    text_strg += "gradient x\n"
                    text_strg += "scale 2.01\n"
                elif tex.use_flip_axis == "VERTICAL":
                    text_strg += "gradient y\n"
                    text_strg += "scale 2.01\n"
                # text_strg+="ramp_wave\n"
                # text_strg+="frequency 0.5\n"
                text_strg += "phase 0.5\n"
                if tex.use_color_ramp:
                    text_strg += export_color_ramp(tex)
                else:
                    text_strg += "color_map {\n"
                    text_strg += "[0 color rgbt<1,1,1,0>]\n"
                    text_strg += "[1 color rgbf<0,0,0,1>]\n"
                    text_strg += "}\n"
                if tex.progression == "LINEAR":
                    text_strg += "    poly_wave 1\n"
                if tex.progression == "QUADRATIC":
                    text_strg += "    poly_wave 2\n"
                if tex.progression == "EASING":
                    text_strg += "    poly_wave 1.5\n"
    
            # ------------------------- EMULATE BLENDER MUSGRAVE TEXTURE ------------------------- #
            # if tex.type == 'MUSGRAVE':
            # text_strg+="function{ f_ridged_mf( x, y, 0, 1, 2, 9, -0.5, 3,3 )*0.5}\n"
            # text_strg+="color_map {\n"
            # text_strg+="[0 color rgbf<0,0,0,1>]\n"
            # text_strg+="[1 color rgbf<1,1,1,0>]\n"
            # text_strg+="}\n"
            # simplified for now:
    
            if tex.type == "MUSGRAVE":
                text_strg += "bozo scale 0.25 \n"
                if tex.use_color_ramp:
                    text_strg += export_color_ramp(tex)
                else:
                    text_strg += (
                        "color_map {[0.5 color rgbf<0,0,0,1>][1 color rgbt<1,1,1,0>]}ramp_wave \n"
                    )
    
            # ------------------------- EMULATE BLENDER DISTORTED NOISE TEXTURE ------------------------- #
            if tex.type == "DISTORTED_NOISE":
                text_strg += "average\n"
                text_strg += "  pigment_map {\n"
                text_strg += "  [1 bozo scale 0.25 turbulence %.4g\n" % tex.distortion
                if tex.use_color_ramp:
                    text_strg += export_color_ramp(tex)
                else:
                    text_strg += "color_map {\n"
                    text_strg += "[0 color rgbt<1,1,1,0>]\n"
                    text_strg += "[1 color rgbf<0,0,0,1>]\n"
                    text_strg += "}\n"
                text_strg += "]\n"
    
                if tex.noise_distortion == "CELL_NOISE":
                    text_strg += "  [1 cells scale 0.1\n"
                    if tex.use_color_ramp:
                        text_strg += export_color_ramp(tex)
                    else:
                        text_strg += "color_map {\n"
                        text_strg += "[0 color rgbt<1,1,1,0>]\n"
                        text_strg += "[1 color rgbf<0,0,0,1>]\n"
                        text_strg += "}\n"
                    text_strg += "]\n"
                if tex.noise_distortion == "VORONOI_CRACKLE":
                    text_strg += "  [1 crackle scale 0.25\n"
                    if tex.use_color_ramp:
                        text_strg += export_color_ramp(tex)
                    else:
                        text_strg += "color_map {\n"
                        text_strg += "[0 color rgbt<1,1,1,0>]\n"
                        text_strg += "[1 color rgbf<0,0,0,1>]\n"
                        text_strg += "}\n"
                    text_strg += "]\n"
                if tex.noise_distortion in [
                    "VORONOI_F1",
                    "VORONOI_F2",
                    "VORONOI_F3",
                    "VORONOI_F4",
                    "VORONOI_F2_F1",
                ]:
                    text_strg += "  [1 crackle metric 2.5 scale 0.25 turbulence %.4g\n" % (
                        tex.distortion / 2
                    )
                    if tex.use_color_ramp:
                        text_strg += export_color_ramp(tex)
                    else:
                        text_strg += "color_map {\n"
                        text_strg += "[0 color rgbt<1,1,1,0>]\n"
                        text_strg += "[1 color rgbf<0,0,0,1>]\n"
                        text_strg += "}\n"
                    text_strg += "]\n"
                else:
                    text_strg += "  [1 wrinkles scale 0.25\n"
                    if tex.use_color_ramp:
                        text_strg += export_color_ramp(tex)
                    else:
                        text_strg += "color_map {\n"
                        text_strg += "[0 color rgbt<1,1,1,0>]\n"
                        text_strg += "[1 color rgbf<0,0,0,1>]\n"
                        text_strg += "}\n"
                    text_strg += "]\n"
                text_strg += "  }\n"
    
            # ------------------------- EMULATE BLENDER NOISE TEXTURE ------------------------- #
            if tex.type == "NOISE":
                text_strg += "cells\n"
                text_strg += "turbulence 3\n"
                text_strg += "omega 3\n"
                if tex.use_color_ramp:
                    text_strg += export_color_ramp(tex)
                else:
                    text_strg += "color_map {\n"
                    text_strg += "[0.75 color rgb<0,0,0,>]\n"
                    text_strg += "[1 color rgb<1,1,1,>]\n"
                    text_strg += "}\n"
    
            # ------------------------- IGNORE OTHER BLENDER TEXTURE ------------------------- #
            else:  # non translated textures
                pass
            text_strg += "}\n\n"
    
            text_strg += "#declare f%s=\n" % pat_name
            text_strg += "function{pigment{%s}}\n" % pat_name
            text_strg += "\n"
    
        elif pat.tex_pattern_type != "emulator":
            text_strg += "pigment {\n"
            text_strg += "%s\n" % pat.tex_pattern_type
            if pat.tex_pattern_type == "agate":
                text_strg += "agate_turb %.4g\n" % pat.modifier_turbulence
            if pat.tex_pattern_type in {"spiral1", "spiral2", "tiling"}:
                text_strg += "%s\n" % pat.modifier_numbers
            if pat.tex_pattern_type == "quilted":
                text_strg += "control0 %s control1 %s\n" % (
                    pat.modifier_control0,
                    pat.modifier_control1,
                )
            if pat.tex_pattern_type == "mandel":
                text_strg += "%s exponent %s \n" % (pat.f_iter, pat.f_exponent)
            if pat.tex_pattern_type == "julia":
                text_strg += "<%.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":
                text_strg += "%s mandel %s \n" % (pat.magnet_type, pat.f_iter)
            if pat.tex_pattern_type == "magnet" and pat.magnet_style == "julia":
                text_strg += "%s julia <%.4g, %.4g> %s\n" % (
                    pat.magnet_type,
                    pat.julia_complex_1,
                    pat.julia_complex_2,
                    pat.f_iter,
                )
            if pat.tex_pattern_type in {"mandel", "julia", "magnet"}:
                text_strg += "interior %s, %.4g\n" % (pat.f_ior, pat.f_ior_fac)
                text_strg += "exterior %s, %.4g\n" % (pat.f_eor, pat.f_eor_fac)
            if pat.tex_pattern_type == "gradient":
                text_strg += "<%s, %s, %s> \n" % (
                    pat.grad_orient_x,
                    pat.grad_orient_y,
                    pat.grad_orient_z,
                )
            if pat.tex_pattern_type == "pavement":
                num_tiles = pat.pave_tiles
                num_pattern = 1
                if pat.pave_sides == "4" and pat.pave_tiles == 3:
                    num_pattern = pat.pave_pat_2
                if pat.pave_sides == "6" and pat.pave_tiles == 3:
                    num_pattern = pat.pave_pat_3
                if pat.pave_sides == "3" and pat.pave_tiles == 4:
                    num_pattern = pat.pave_pat_3
                if pat.pave_sides == "3" and pat.pave_tiles == 5:
                    num_pattern = pat.pave_pat_4
                if pat.pave_sides == "4" and pat.pave_tiles == 4:
                    num_pattern = pat.pave_pat_5
                if pat.pave_sides == "6" and pat.pave_tiles == 4:
                    num_pattern = pat.pave_pat_7
                if pat.pave_sides == "4" and pat.pave_tiles == 5:
                    num_pattern = pat.pave_pat_12
                if pat.pave_sides == "3" and pat.pave_tiles == 6:
                    num_pattern = pat.pave_pat_12
                if pat.pave_sides == "6" and pat.pave_tiles == 5:
                    num_pattern = pat.pave_pat_22
                if pat.pave_sides == "4" and pat.pave_tiles == 6:
                    num_pattern = pat.pave_pat_35
                if pat.pave_sides == "6" and pat.pave_tiles == 6:
                    num_tiles = 5
                text_strg += "number_of_sides %s number_of_tiles %s pattern %s form %s \n" % (
                    pat.pave_sides,
                    num_tiles,
                    num_pattern,
                    pat.pave_form,
                )
            # ------------------------- functions ------------------------- #
            if pat.tex_pattern_type == "function":
                text_strg += "{ %s" % pat.func_list
                text_strg += "(x"
                if pat.func_plus_x != "NONE":
                    if pat.func_plus_x == "increase":
                        text_strg += "*"
                    if pat.func_plus_x == "plus":
                        text_strg += "+"
                    text_strg += "%.4g" % pat.func_x
                text_strg += ",y"
                if pat.func_plus_y != "NONE":
                    if pat.func_plus_y == "increase":
                        text_strg += "*"
                    if pat.func_plus_y == "plus":
                        text_strg += "+"
                    text_strg += "%.4g" % pat.func_y
                text_strg += ",z"
                if pat.func_plus_z != "NONE":
                    if pat.func_plus_z == "increase":
                        text_strg += "*"
                    if pat.func_plus_z == "plus":
                        text_strg += "+"
                    text_strg += "%.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:
                    text_strg += ",%.4g" % pat.func_P0
                if sort > 0:
                    text_strg += ",%.4g" % pat.func_P1
                if sort > 1:
                    text_strg += ",%.4g" % pat.func_P2
                if sort > 2:
                    text_strg += ",%.4g" % pat.func_P3
                if sort > 3:
                    text_strg += ",%.4g" % pat.func_P4
                if sort > 4:
                    text_strg += ",%.4g" % pat.func_P5
                if sort > 5:
                    text_strg += ",%.4g" % pat.func_P6
                if sort > 6:
                    text_strg += ",%.4g" % pat.func_P7
                    text_strg += ",%.4g" % pat.func_P8
                    text_strg += ",%.4g" % pat.func_P9
                text_strg += ")}\n"
            # ------------------------- end functions ------------------------- #
            if pat.tex_pattern_type not in {
                "checker",
                "hexagon",
                "square",
                "triangular",
                "brick",
            }:
                text_strg += "color_map {\n"
            if tex.use_color_ramp:
                for num_color, el in enumerate(tex.color_ramp.elements, start=1):
                    pos = el.position
                    col = el.color
                    col_r, col_g, col_b, col_a = col[0], col[1], col[2], 1 - col[3]
                    if pat.tex_pattern_type not in {
                        "checker",
                        "hexagon",
                        "square",
                        "triangular",
                        "brick",
                    }:
                        text_strg += "[%.4g color rgbf<%.4g,%.4g,%.4g,%.4g>] \n" % (
                            pos,
                            col_r,
                            col_g,
                            col_b,
                            col_a,
                        )
                    if pat.tex_pattern_type in {"brick", "checker"} and num_color < 3:
                        text_strg += "color rgbf<%.4g,%.4g,%.4g,%.4g> \n" % (
                            col_r,
                            col_g,
                            col_b,
                            col_a,
                        )
                    if pat.tex_pattern_type == "hexagon" and num_color < 4:
                        text_strg += "color rgbf<%.4g,%.4g,%.4g,%.4g> \n" % (
                            col_r,
                            col_g,
                            col_b,
                            col_a,
                        )
                    if pat.tex_pattern_type == "square" and num_color < 5:
                        text_strg += "color rgbf<%.4g,%.4g,%.4g,%.4g> \n" % (
                            col_r,
                            col_g,
                            col_b,
                            col_a,
                        )
                    if pat.tex_pattern_type == "triangular" and num_color < 7:
                        text_strg += "color rgbf<%.4g,%.4g,%.4g,%.4g> \n" % (
                            col_r,
                            col_g,
                            col_b,
                            col_a,
                        )
            else:
                text_strg += "[0 color rgbf<0,0,0,1>]\n"
                text_strg += "[1 color rgbf<1,1,1,0>]\n"
            if pat.tex_pattern_type not in {
                "checker",
                "hexagon",
                "square",
                "triangular",
                "brick",
            }:
                text_strg += "} \n"
            if pat.tex_pattern_type == "brick":
                text_strg += "brick_size <%.4g, %.4g, %.4g> mortar %.4g \n" % (
                    pat.brick_size_x,
                    pat.brick_size_y,
                    pat.brick_size_z,
                    pat.brick_mortar,
                )
            text_strg += "%s \n" % mapping_dif
            text_strg += "rotate <%.4g,%.4g,%.4g> \n" % (
                pat.tex_rot_x,
                pat.tex_rot_y,
                pat.tex_rot_z,
            )
            text_strg += "turbulence <%.4g,%.4g,%.4g> \n" % (
                pat.warp_turbulence_x,
                pat.warp_turbulence_y,
                pat.warp_turbulence_z,
            )
            text_strg += "octaves %s \n" % pat.modifier_octaves
            text_strg += "lambda %.4g \n" % pat.modifier_lambda
            text_strg += "omega %.4g \n" % pat.modifier_omega
            text_strg += "frequency %.4g \n" % pat.modifier_frequency
            text_strg += "phase %.4g \n" % pat.modifier_phase
            text_strg += "}\n\n"
            text_strg += "#declare f%s=\n" % pat_name
            text_strg += "function{pigment{%s}}\n" % pat_name
            text_strg += "\n"
        return text_strg