Newer
Older
tabWrite("function{f%s(x,y,z).transmit %s}\n" %(texturesAlpha, mappingAlpha))
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
else:
tabWrite("pigment {pigment_pattern {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")
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 3 is full specular
tabWrite("finish {%s}\n" % (safety(material_finish, Level=3)))
elif colored_specular_found:
# 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)))
elif mater.pov.replacement_text == "":
mappingDif = imgMapTransforms(t_dif)
tabWrite("pigment{pigment_pattern {function{f%s(x,y,z).transmit}%s}\n" %(texturesAlpha, mappingAlpha))
else:
tabWrite("pigment {pigment_pattern {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 function{f%s(x,y,z).transmit}%s]\n" %(texturesAlpha, mappingAlpha))
elif texturesDif and not texturesDif.startswith("PAT_"):
tabWrite("[1 uv_mapping image_map {%s \"%s\" %s} %s]\n" % \
(imageFormat(texturesDif), texturesDif,
(imgMap(t_dif) + imgGamma), mappingDif))
elif texturesDif and texturesDif.startswith("PAT_"):
tabWrite("[1 %s %s]\n" %(texturesDif, mappingDif))
tabWrite("}\n")
tabWrite("}\n")
else:
if texturesDif and texturesDif.startswith("PAT_"):
tabWrite("pigment{%s %s}\n" %(texturesDif, mappingDif))
print('XXXMEEEERDE!')
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
else:
tabWrite("pigment {\n")
tabWrite("uv_mapping image_map {\n")
#tabWrite("%s \"%s\" %s}%s\n" % \
# (imageFormat(texturesDif), texturesDif,
# (imgGamma + imgMap(t_dif)),mappingDif))
tabWrite("%s \"%s\" \n" % (imageFormat(texturesDif), texturesDif))
tabWrite("%s\n" % (imgGamma + imgMap(t_dif)))
tabWrite("}\n")
tabWrite("%s\n" % mappingDif)
tabWrite("}\n")
if texturesSpec != "":
# Level 3 is full specular
tabWrite("finish {%s}\n" % (safety(material_finish, Level=3)))
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 }" % \
# (imageFormat(textures), textures,imgMap(t_dif)))
Maurice Raybaud
committed
#tabWrite("\n\t\t\tuv_mapping pigment %s} %s finish {%s}" % \
Maurice Raybaud
committed
#tabWrite("\n\t\t\tpigment {uv_mapping image_map " \
# "{%s \"%s\" %s}%s} finish {%s}" % \
# (imageFormat(texturesDif), texturesDif,imgMap(t_dif),
# mappingDif, safety(material_finish)))
if texturesNorm != "" and mater.pov.replacement_text == "":
tabWrite("normal{function{f%s(x,y,z).grey} bump_size %.4g %s}\n" %(texturesNorm, t_nor.normal_factor/10, mappingNor))
else:
tabWrite("normal {uv_mapping bump_map {%s \"%s\" %s bump_size %.4g }%s}\n" % \
(imageFormat(texturesNorm), texturesNorm, imgMap(t_nor),
t_nor.normal_factor/10, mappingNor))
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
if texturesSpec != "" and mater.pov.replacement_text == "":
tabWrite("]\n")
tabWrite("}\n")
#End of slope/ior texture_map
if mater.diffuse_shader == 'MINNAERT' and mater.pov.replacement_text == "":
tabWrite("]\n")
tabWrite("}\n")
if mater.diffuse_shader == 'FRESNEL' and mater.pov.replacement_text == "":
c = 1
while (c <= lampCount):
tabWrite("]\n")
tabWrite("}\n")
c += 1
# Close first layer of POV "texture" (Blender material)
tabWrite("}\n")
if ((mater.specular_color.s > 0.0) and (mater.diffuse_shader != 'MINNAERT')):
colored_specular_found = True
else:
colored_specular_found = False
# Write another layered texture using invisible diffuse and metallic trick
# to emulate colored specular highlights
special_texture_found = False
for t in mater.texture_slots:
if(t and t.use and ((t.texture.type == 'IMAGE' and t.texture.image) or t.texture.type != 'IMAGE') and
(t.use_map_specular or t.use_map_raymir)):
# Specular mapped textures would conflict with colored specular
# because POV can't layer over or under pigment patterned textures
special_texture_found = True
if colored_specular_found and not special_texture_found:
if comments:
Maurice Raybaud
committed
tabWrite(" // colored highlights with a stransparent metallic layer\n")
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
else:
tabWrite("\n")
tabWrite("texture {\n")
tabWrite("pigment {rgbft<%.3g, %.3g, %.3g, 0, 1>}\n" % \
(mater.specular_color[0], mater.specular_color[1], mater.specular_color[2]))
tabWrite("finish {%s}\n" % (safety(material_finish, Level=2))) # Level 2 is translated spec
texturesNorm = ""
for t in mater.texture_slots:
if t and t.texture.pov.tex_pattern_type != 'emulator':
proceduralFlag=True
image_filename = string_strip_hyphen(bpy.path.clean_name(t.texture.name))
if (t and t.texture.type == 'IMAGE' and
t.use and t.texture.image and
t.texture.pov.tex_pattern_type == 'emulator'):
proceduralFlag=False
image_filename = path_image(t.texture.image)
imgGamma = ""
if image_filename:
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 proceduralFlag:
tabWrite("normal{function" \
"{f%s(x,y,z).grey} bump_size %.4g}\n" % \
(texturesNorm,
else:
tabWrite("normal {uv_mapping bump_map " \
"{%s \"%s\" %s bump_size %.4g }%s}\n" % \
(imageFormat(texturesNorm),
texturesNorm, imgMap(t_nor),
mappingNor))
tabWrite("}\n") # THEN IT CAN CLOSE LAST LAYER OF TEXTURE