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# ##### BEGIN GPL LICENSE BLOCK #####
#
#  This program is free software; you can redistribute it and/or
#  modify it under the terms of the GNU General Public License
#  as published by the Free Software Foundation; either version 2
#  of the License, or (at your option) any later version.
#
#  This program is distributed in the hope that it will be useful,
#  but WITHOUT ANY WARRANTY; without even the implied warranty of
#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
#  GNU General Public License for more details.
#
#  You should have received a copy of the GNU General Public License
#  along with this program; if not, write to the Free Software Foundation,
#  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####

import bpy
import subprocess
import os
import sys
import time
import math
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from math import atan, pi, degrees, sqrt
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import platform as pltfrm
if pltfrm.architecture()[0] == '64bit':
    bitness = 64
else:
    bitness = 32

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##############################SF###########################
##############find image texture 
def splitExt(path):
    dotidx = path.rfind('.')
    if dotidx == -1:
        return path, ''
    else:
        return (path[dotidx:]).upper().replace('.','')

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def imageFormat(imgF):
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    ext = ''
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    ext_orig = splitExt(imgF)
    if ext_orig == 'JPG' or ext_orig == 'JPEG': ext='jpeg'
    if ext_orig == 'GIF': ext = 'gif'
    if ext_orig == 'TGA': ext = 'tga'
    if ext_orig == 'IFF': ext = 'iff'
    if ext_orig == 'PPM': ext = 'ppm'
    if ext_orig == 'PNG': ext = 'png'
    if ext_orig == 'SYS': ext = 'sys' 
    if ext_orig in ('TIFF', 'TIF'): ext = 'tiff'
    if ext_orig == 'EXR': ext = 'exr'#POV3.7 Only! 
    if ext_orig == 'HDR': ext = 'hdr'#POV3.7 Only! --MR
    print(imgF)
    if not ext: print(' WARNING: texture image  format not supported ') # % (imgF , '')) #(ext_orig)))
    return ext

def imgMap(ts):
    image_map=''
    if ts.mapping=='FLAT':image_map= ' map_type 0 ' 
    if ts.mapping=='SPHERE':image_map= ' map_type 1 '# map_type 7 in megapov
    if ts.mapping=='TUBE':image_map= ' map_type 2 '
    #if ts.mapping=='?':image_map= ' map_type 3 '# map_type 3 and 4 in development (?) for POV-Ray, currently they just seem to default back to Flat (type 0)
    #if ts.mapping=='?':image_map= ' map_type 4 '# map_type 3 and 4 in development (?) for POV-Ray, currently they just seem to default back to Flat (type 0)
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    if ts.texture.use_interpolation: image_map+= ' interpolate 2 '
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    if ts.texture.extension == 'CLIP': image_map+=' once '
    #image_map+='}'
    #if ts.mapping=='CUBE':image_map+= 'warp { cubic } rotate <-90,0,180>' #no direct cube type mapping. Though this should work in POV 3.7 it doesn't give that good results(best suited to environment maps?)
    #if image_map=='': print(' No texture image  found ')
    return image_map

def imgMapBG(wts):
    image_mapBG=''
    if wts.texture_coords== 'VIEW':image_mapBG= ' map_type 0 ' #texture_coords refers to the mapping of world textures
    if wts.texture_coords=='ANGMAP':image_mapBG= ' map_type 1 '
    if wts.texture_coords=='TUBE':image_mapBG= ' map_type 2 '
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    if wts.texture.use_interpolation: image_mapBG+= ' interpolate 2 '
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    if wts.texture.extension == 'CLIP': image_mapBG+=' once '
    #image_mapBG+='}'
    #if wts.mapping=='CUBE':image_mapBG+= 'warp { cubic } rotate <-90,0,180>' #no direct cube type mapping. Though this should work in POV 3.7 it doesn't give that good results(best suited to environment maps?)
    #if image_mapBG=='': print(' No background texture image  found ')
    return image_mapBG

def splitFile(path):
    idx = path.rfind('/')
    if idx == -1:
        idx = path.rfind('\\')
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    return path[idx:].replace('/', '').replace('\\', '')
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def splitPath(path):
    idx = path.rfind('/')
    if idx == -1:
        return path, ''
    else:
        return path[:idx]

def findInSubDir(filename, subdirectory=''):
    pahFile=''
    if subdirectory:
        path = subdirectory
    else:
        path = os.getcwd()
    try:
        for root, dirs, names in os.walk(path):
            if filename in names:
                pahFile = os.path.join(root, filename)
        return pahFile
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    except OSError:
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def path_image(image):
    import os
    fn = bpy.path.abspath(image)
    fn_strip = os.path.basename(fn)
    if not os.path.isfile(fn):
        fn=(findInSubDir(splitFile(fn),splitPath(bpy.data.filepath)))
        ()
    return fn

##############end find image texture 

def splitHyphen(name):
    hyphidx = name.find('-')
    if hyphidx == -1:
        return name
    else:
        return (name[hyphidx:]).replace('-','')
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##############safety string name material
def safety(name, Level):
    # Level=1 is for texture with No specular nor Mirror reflection
    # Level=2 is for texture with translation of spec and mir levels for when no map influences them
    # Level=3 is for texture with Maximum Spec and Mirror 
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    try:
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        if int(name) > 0:
            prefix='shader'
    except:
        prefix = ''
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    prefix='shader_'
    if Level == 2:
        return prefix+name
    elif Level == 1:
        return prefix+name+'0'#used for 0 of specular map
    elif Level == 3:
        return prefix+name+'1'#used for 1 of specular map

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##############end safety string name material
##############################EndSF###########################
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def write_pov(filename, scene=None, info_callback=None):
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    #file = filename
    file = open(filename.name, 'w')
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    # Only for testing
    if not scene:
        scene = bpy.data.scenes[0]

    render = scene.render
    world = scene.world
    global_matrix = mathutils.Matrix.Rotation(-pi / 2.0, 4, 'X')

    def setTab(tabtype, spaces):
        TabStr = ''
        if tabtype == '0':
            TabStr = ''
        elif tabtype == '1': 
            TabStr = '\t'
        elif tabtype == '2':
            TabStr = spaces * ' '
        return TabStr

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    Tab = setTab(scene.pov_indentation_character, scene.pov_indentation_spaces)
    def tabWrite(str_o):
        global TabLevel
        brackets = str_o.count('{') - str_o.count('}')
        if brackets < 0:
            TabLevel = TabLevel + brackets 
        if TabLevel < 0:
            print('Indentation Warning: TabLevel = %s' % TabLevel)
            TabLevel = 0
        if TabLevel >= 1: 
            file.write('%s' % Tab * TabLevel)
        file.write(str_o)
        if brackets > 0:
            TabLevel = TabLevel + brackets 

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    def uniqueName(name, nameSeq):

        if name not in nameSeq:
            return name
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        name_orig = name
        i = 1
        while name in nameSeq:
            name = '%s_%.3d' % (name_orig, i)
            i += 1
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        return name

    def writeMatrix(matrix):
        tabWrite('matrix <%.6f, %.6f, %.6f,  %.6f, %.6f, %.6f,  %.6f, %.6f, %.6f,  %.6f, %.6f, %.6f>\n' %\
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        (matrix[0][0], matrix[0][1], matrix[0][2], matrix[1][0], matrix[1][1], matrix[1][2], matrix[2][0], matrix[2][1], matrix[2][2], matrix[3][0], matrix[3][1], matrix[3][2]))

    def writeObjectMaterial(material):
        
        # DH - modified some variables to be function local, avoiding RNA write
        # this should be checked to see if it is functionally correct
        
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        if material: #and material.transparency_method == 'RAYTRACE':#Commented out: always write IOR to be able to use it for SSS, Fresnel reflections...
            #But there can be only one!
            if material.subsurface_scattering.use:#SSS IOR get highest priority
                tabWrite('interior {\n')
                tabWrite('ior %.6f\n' % material.subsurface_scattering.ior)
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            elif material.pov_mirror_use_IOR:#Then the raytrace IOR taken from raytrace transparency properties and used for reflections if IOR Mirror option is checked
                tabWrite('interior {\n')
                tabWrite('ior %.6f\n' % material.raytrace_transparency.ior)
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            else:
                tabWrite('interior {\n')
                tabWrite('ior %.6f\n' % material.raytrace_transparency.ior)
                
            pov_fake_caustics = False
            pov_photons_refraction = False
            pov_photons_reflection = False
                
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            if material.pov_refraction_type=='0':
                pov_fake_caustics = False
                pov_photons_refraction = False
                pov_photons_reflection = True #should respond only to proper checkerbox
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            elif material.pov_refraction_type=='1':
                pov_fake_caustics = True
                pov_photons_refraction = False
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            elif material.pov_refraction_type=='2':
                pov_fake_caustics = False
                pov_photons_refraction = True
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            #If only Raytrace transparency is set, its IOR will be used for refraction, but user can set up 'un-physical' fresnel reflections in raytrace mirror parameters. 
            #Last, if none of the above is specified, user can set up 'un-physical' fresnel reflections in raytrace mirror parameters. And pov IOR defaults to 1. 
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            if material.pov_caustics_enable:
                    tabWrite('caustics %.3g\n' % material.pov_fake_caustics_power)
                    tabWrite('dispersion %.3g\n' % material.pov_photons_dispersion) #Default of 1 means no dispersion
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            # Other interior args
            # if material.use_transparency and material.transparency_method == 'RAYTRACE':
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            # fade_distance 2
            # fade_power [Value]
            # fade_color

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            # (variable) dispersion_samples (constant count for now)
            if pov_photons_refraction or pov_photons_reflection:
                tabWrite('photons{\n')
                tabWrite('target\n')
                    tabWrite('reflection on\n')
                tabWrite('}\n')
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    materialNames = {}
    DEF_MAT_NAME = 'Default'

    def writeMaterial(material):
        # Assumes only called once on each material
        if material:
            name_orig = material.name
        else:
            name_orig = DEF_MAT_NAME

        name = materialNames[name_orig] = uniqueName(bpy.path.clean_name(name_orig), materialNames)
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        comments = scene.pov_comments_enable
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        ##################Several versions of the finish: Level conditions are variations for specular/Mirror texture channel map with alternative finish of 0 specular and no mirror reflection
        # Level=1 Means No specular nor Mirror reflection
        # Level=2 Means translation of spec and mir levels for when no map influences them
        # Level=3 Means Maximum Spec and Mirror 
        def povHasnoSpecularMaps(Level):
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            if Level == 1:
                tabWrite('#declare %s = finish {' % safety(name, Level = 1))
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                if comments: file.write('  //No specular nor Mirror reflection\n')
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            elif Level == 2:
                tabWrite('#declare %s = finish {' % safety(name, Level = 2))
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                if comments: file.write('  //translation of spec and mir levels for when no map influences them\n')
                tabWrite('#declare %s = finish {' % safety(name, Level = 3))
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                if comments: file.write('  //Maximum Spec and Mirror\n')
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                #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:
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                        frontDiffuse = backDiffuse = 0.5 # Try to respect the user's 'intention' by comparing the two values but bringing the total back to one
                    elif frontDiffuse>backDiffuse:       # Let the highest value stay the highest value
                        backDiffuse = 1-(1-frontDiffuse)
                    else:
                        frontDiffuse = 1-(1-backDiffuse)
                    

                # map hardness between 0.0 and 1.0
                roughness = ((1.0 - ((material.specular_hardness - 1.0) / 510.0)))
                ## scale from 0.0 to 0.1
                roughness *= 0.1 
                # add a small value because 0.0 is invalid
                roughness += (1 / 511.0)

                #####################################Diffuse Shader######################################
                if material.diffuse_shader == 'OREN_NAYAR' and Level != 3:
                    tabWrite('brilliance %.3g\n' % (0.9+material.roughness))#blender roughness is what is generally called oren nayar Sigma, and brilliance in POV-Ray
                if material.diffuse_shader == 'TOON' and Level != 3:
                    tabWrite('brilliance %.3g\n' % (0.01+material.diffuse_toon_smooth*0.25))
                    frontDiffuse*=0.5 #Lower diffuse and increase specular for toon effect seems to look better in POV-Ray
                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:
                    tabWrite('brilliance 1.8\n') #trying to best match lambert attenuation by that constant brilliance value

                if Level == 2:   
                    ####################################Specular Shader######################################
                    if material.specular_shader == 'COOKTORR' or material.specular_shader == 'PHONG':#No difference between phong and cook torrence in blender HaHa!
                        tabWrite('phong %.3g\n' % (material.specular_intensity))
                        tabWrite('phong_size %.3g\n'% (material.specular_hardness / 2 + 0.25)) 
                    if material.specular_shader == 'BLINN':#POV-Ray 'specular' keyword corresponds to a Blinn model, without the ior.
                        tabWrite('specular %.3g\n' % (material.specular_intensity * (material.specular_ior/4))) #Use blender Blinn's IOR just as some factor for spec intensity
                        tabWrite('roughness %.3g\n' % roughness) 
                        #Could use brilliance 2(or varying around 2 depending on ior or factor) too.


                    if material.specular_shader == 'TOON':
                        tabWrite('phong %.3g\n' % (material.specular_intensity * 2))
                        tabWrite('phong_size %.3g\n' % (0.1+material.specular_toon_smooth / 2)) #use extreme phong_size


                    if material.specular_shader == 'WARDISO':
                        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)) #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)) #find best suited default constant for brilliance Use both phong and specular for some values.
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