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Bastien Montagne
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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 subprocess
import os
import sys
import time
from math import atan, pi, degrees, sqrt, cos, sin
import re
import platform#
import subprocess#
from bpy.types import(Operator)
Maurice Raybaud
committed
from . import shading # for BI POV haders emulation
from . import primitives # for import and export of POV specific primitives
##############################SF###########################
##############find image texture
ext = {
'JPG': "jpeg",
'JPEG': "jpeg",
'GIF': "gif",
'TGA': "tga",
'IFF': "iff",
'PPM': "ppm",
'PNG': "png",
'SYS': "sys",
'TIFF': "tiff",
'TIF': "tiff",
'EXR': "exr",
'HDR': "hdr",
}.get(os.path.splitext(imgF)[-1].upper(), "")
print(" WARNING: texture image format not supported ")
image_map = ""
if ts.mapping == 'FLAT':
image_map = "map_type 0 "
elif ts.mapping == 'SPHERE':
image_map = "map_type 1 "
elif ts.mapping == 'TUBE':
image_map = "map_type 2 "
## map_type 3 and 4 in development (?)
## for POV-Ray, currently they just seem to default back to Flat (type 0)
#elif ts.mapping=="?":
#elif ts.mapping=="?":
if ts.texture.use_interpolation:
image_map += " interpolate 2 "
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?)
# print(" No texture image found ")
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def imgMapTransforms(ts):
# XXX TODO: unchecked textures give error of variable referenced before assignment XXX
# POV-Ray "scale" is not a number of repetitions factor, but ,its
# inverse, a standard scale factor.
# 0.5 Offset is needed relatively to scale because center of the
# scale is 0.5,0.5 in blender and 0,0 in POV
image_map_transforms = ""
image_map_transforms = ("scale <%.4g,%.4g,%.4g> translate <%.4g,%.4g,%.4g>" % \
( 1.0 / ts.scale.x,
1.0 / ts.scale.y,
1.0 / ts.scale.z,
0.5-(0.5/ts.scale.x) - (ts.offset.x),
0.5-(0.5/ts.scale.y) - (ts.offset.y),
ts.offset.z))
# image_map_transforms = (" translate <-0.5,-0.5,0.0> scale <%.4g,%.4g,%.4g> translate <%.4g,%.4g,%.4g>" % \
# ( 1.0 / ts.scale.x,
# 1.0 / ts.scale.y,
# 1.0 / ts.scale.z,
# (0.5 / ts.scale.x) + ts.offset.x,
# (0.5 / ts.scale.y) + ts.offset.y,
# ts.offset.z))
# image_map_transforms = ("translate <-0.5,-0.5,0> scale <-1,-1,1> * <%.4g,%.4g,%.4g> translate <0.5,0.5,0> + <%.4g,%.4g,%.4g>" % \
# (1.0 / ts.scale.x,
# 1.0 / ts.scale.y,
# 1.0 / ts.scale.z,
# ts.offset.x,
# ts.offset.y,
# ts.offset.z))
return image_map_transforms
# texture_coords refers to the mapping of world textures:
if wts.texture_coords == 'VIEW' or wts.texture_coords == 'GLOBAL':
elif wts.texture_coords == 'ANGMAP':
image_mapBG = " map_type 1 "
elif wts.texture_coords == 'TUBE':
image_mapBG = " map_type 2 "
if wts.texture.use_interpolation:
image_mapBG += " interpolate 2 "
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 bpy.path.abspath(image.filepath, library=image.library)
# end find image texture
# -----------------------------------------------------------------------------
def string_strip_hyphen(name):
return name.replace("-", "")
def safety(name, Level):
# safety string name material
#
# 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
Maurice Raybaud
committed
prefix = ""
return prefix + name + "0" # used for 0 of specular map
return prefix + name + "1" # used for 1 of specular map
Maurice Raybaud
committed
##############end safety string name material
##############################EndSF###########################
def is_renderable(ob):
return (ob.hide_render==False)
def renderable_objects():
return [ob for ob in bpy.data.objects if is_renderable(ob)]
Maurice Raybaud
committed
tabLevel = 0
unpacked_images=[]
user_dir = bpy.utils.resource_path('USER')
preview_dir = os.path.join(user_dir, "preview")
## Make sure Preview directory exists and is empty
smokePath = os.path.join(preview_dir, "smoke.df3")
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def write_global_setting(scene,file):
file.write("global_settings {\n")
file.write(" assumed_gamma %.6f\n"%scene.pov.assumed_gamma)
if scene.pov.global_settings_default == False:
if scene.pov.adc_bailout_enable and scene.pov.radio_enable == False:
file.write(" adc_bailout %.6f\n"%scene.pov.adc_bailout)
if scene.pov.ambient_light_enable:
file.write(" ambient_light <%.6f,%.6f,%.6f>\n"%scene.pov.ambient_light[:])
if scene.pov.irid_wavelength_enable:
file.write(" irid_wavelength <%.6f,%.6f,%.6f>\n"%scene.pov.irid_wavelength[:])
if scene.pov.charset_enable:
file.write(" charset %s\n"%scene.pov.charset)
if scene.pov.max_trace_level_enable:
file.write(" max_trace_level %s\n"%scene.pov.max_trace_level)
if scene.pov.max_intersections_enable:
file.write(" max_intersections %s\n"%scene.pov.max_intersections)
if scene.pov.number_of_waves_enable:
file.write(" number_of_waves %s\n"%scene.pov.number_of_waves)
if scene.pov.noise_generator_enable:
file.write(" noise_generator %s\n"%scene.pov.noise_generator)
if scene.pov.sslt_enable:
file.write(" mm_per_unit %s\n"%scene.pov.mm_per_unit)
file.write(" subsurface {\n")
file.write(" samples %s, %s\n"%(scene.pov.sslt_samples_max,scene.pov.sslt_samples_min))
if scene.pov.sslt_radiosity:
file.write(" radiosity on\n")
file.write("}\n")
if scene.pov.radio_enable:
file.write(" radiosity {\n")
file.write(" pretrace_start %.6f\n"%scene.pov.radio_pretrace_start)
file.write(" pretrace_end %.6f\n"%scene.pov.radio_pretrace_end)
file.write(" count %s\n"%scene.pov.radio_count)
file.write(" nearest_count %s\n"%scene.pov.radio_nearest_count)
file.write(" error_bound %.6f\n"%scene.pov.radio_error_bound)
file.write(" recursion_limit %s\n"%scene.pov.radio_recursion_limit)
file.write(" low_error_factor %.6f\n"%scene.pov.radio_low_error_factor)
file.write(" gray_threshold %.6f\n"%scene.pov.radio_gray_threshold)
file.write(" maximum_reuse %.6f\n"%scene.pov.radio_maximum_reuse)
file.write(" minimum_reuse %.6f\n"%scene.pov.radio_minimum_reuse)
file.write(" brightness %.6f\n"%scene.pov.radio_brightness)
file.write(" adc_bailout %.6f\n"%scene.pov.radio_adc_bailout)
if scene.pov.radio_normal:
file.write(" normal on\n")
if scene.pov.radio_always_sample:
file.write(" always_sample on\n")
if scene.pov.radio_media:
file.write(" media on\n")
if scene.pov.radio_subsurface:
file.write(" subsurface on\n")
file.write(" }\n")
if scene.pov.photon_enable:
file.write(" photons {\n")
if scene.pov.photon_enable_count:
file.write(" count %s\n"%scene.pov.photon_count)
else:
file.write(" spacing %.6g\n"%scene.pov.photon_spacing)
if scene.pov.photon_gather:
file.write(" gather %s, %s\n"%(scene.pov.photon_gather_min,scene.pov.photon_gather_max))
if scene.pov.photon_autostop:
file.write(" autostop %.4g\n"%scene.pov.photon_autostop_value)
if scene.pov.photon_jitter_enable:
file.write(" jitter %.4g\n"%scene.pov.photon_jitter)
file.write(" max_trace_level %s\n"%scene.pov.photon_max_trace_level)
if scene.pov.photon_adc:
file.write(" adc_bailout %.6f\n"%scene.pov.photon_adc_bailout)
if scene.pov.photon_media_enable:
file.write(" media %s, %s\n"%(scene.pov.photon_media_steps,scene.pov.photon_media_factor))
if scene.pov.photon_savefile or scene.pov.photon_loadfile:
filePh = bpy.path.abspath(scene.pov.photon_map_file)
if scene.pov.photon_savefile:
file.write('save_file "%s"\n'%filePh)
if scene.pov.photon_loadfile and os.path.exists(filePh):
file.write('load_file "%s"\n'%filePh)
file.write("}\n")
file.write("}\n")
def write_object_modifiers(scene,ob,File):
if ob.pov.hollow:
File.write("hollow\n")
if ob.pov.double_illuminate:
File.write("double_illuminate\n")
if ob.pov.sturm:
File.write("sturm\n")
if ob.pov.no_shadow:
File.write("no_shadow\n")
if ob.pov.no_image:
File.write("no_image\n")
if ob.pov.no_reflection:
File.write("no_reflection\n")
if ob.pov.no_radiosity:
File.write("no_radiosity\n")
if ob.pov.inverse:
File.write("inverse\n")
if ob.pov.hierarchy:
File.write("hierarchy\n")
if scene.pov.photon_enable:
File.write("photons {\n")
if ob.pov.target:
File.write("target %.4g\n"%ob.pov.target_value)
if ob.pov.refraction:
File.write("refraction on\n")
if ob.pov.reflection:
File.write("reflection on\n")
if ob.pov.pass_through:
File.write("pass_through\n")
File.write("}\n")
# if ob.pov.object_ior > 1:
# File.write("interior {\n")
# File.write("ior %.4g\n"%ob.pov.object_ior)
# if scene.pov.photon_enable and ob.pov.target and ob.pov.refraction and ob.pov.dispersion:
# File.write("ior %.4g\n"%ob.pov.dispersion_value)
# File.write("ior %s\n"%ob.pov.dispersion_samples)
# if scene.pov.photon_enable == False:
# File.write("caustics %.4g\n"%ob.pov.fake_caustics_power)
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def exportPattern(texture):
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
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)
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 pat.tex_pattern_type == 'emulator':
texStrg+="pigment {\n"
####################### EMULATE BLENDER VORONOI TEXTURE ####################
if tex.type == 'VORONOI':
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"
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':
texStrg+=" metric 4\n"
if tex.distance_metric == 'MINKOVSKY_HALF':
texStrg+=" metric 0.5\n"
if tex.distance_metric == 'CHEBYCHEV':
texStrg+=" metric 10\n"
if tex.distance_metric == 'MANHATTAN':
texStrg+=" metric 1\n"
if tex.color_mode == 'POSITION':
texStrg+="solid\n"
texStrg+="scale 0.25\n"
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"
####################### EMULATE BLENDER CLOUDS TEXTURE ####################
if tex.type == 'CLOUDS':
if tex.noise_type == 'SOFT_NOISE':
texStrg+="wrinkles\n"
texStrg+="scale 0.25\n"
else:
texStrg+="granite\n"
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"
####################### 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)
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"
texStrg+="}\n"
####################### EMULATE BLENDER STUCCI TEXTURE ####################
if tex.type == 'STUCCI':
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"
####################### EMULATE BLENDER MAGIC TEXTURE ####################
if tex.type == 'MAGIC':
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"
####################### EMULATE BLENDER MARBLE TEXTURE ####################
if tex.type == 'MARBLE':
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"
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"
####################### 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':
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':
texStrg+=" poly_wave 1\n"
if tex.progression == 'QUADRATIC':
texStrg+=" poly_wave 2\n"
if tex.progression == 'EASING':
texStrg+=" poly_wave 1.5\n"
####################### EMULATE BLENDER MUSGRAVE TEXTURE ####################
# if tex.type == 'MUSGRAVE':
# 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"
####################### EMULATE BLENDER DISTORTED NOISE TEXTURE ####################
if tex.type == 'DISTORTED_NOISE':
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:
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:
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=='VORONOI_CRACKLE':
texStrg+=" [1 crackle scale 0.25\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"
texStrg+="]\n"
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:
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"
else:
texStrg+=" [1 wrinkles scale 0.25\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"
texStrg+="]\n"
texStrg+=" }\n"
####################### EMULATE BLENDER NOISE TEXTURE ####################
if tex.type == 'NOISE':
texStrg+="cells\n"
texStrg+="turbulence 3\n"
texStrg+="omega 3\n"
if tex.use_color_ramp == True:
texStrg+=exportColorRamp(tex)
else:
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
texStrg+="\n"
else:
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'}:
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':
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)
if pat.tex_pattern_type in {'mandel', 'julia', 'magnet'}:
texStrg+="interior %s, %.4g\n"%(pat.f_ior, pat.f_ior_fac)
texStrg+="exterior %s, %.4g\n"%(pat.f_eor, pat.f_eor_fac)
if pat.tex_pattern_type == 'gradient':
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:
numPattern = pat.pave_pat_2
if pat.pave_sides == '6' and pat.pave_tiles == 3:
numPattern = pat.pave_pat_3
if pat.pave_sides == '3' and pat.pave_tiles == 4:
numPattern = pat.pave_pat_3
if pat.pave_sides == '3' and pat.pave_tiles == 5:
numPattern = pat.pave_pat_4
if pat.pave_sides == '4' and pat.pave_tiles == 4:
numPattern = pat.pave_pat_5
if pat.pave_sides == '6' and pat.pave_tiles == 4:
numPattern = pat.pave_pat_7
if pat.pave_sides == '4' and pat.pave_tiles == 5:
numPattern = pat.pave_pat_12
if pat.pave_sides == '3' and pat.pave_tiles == 6:
numPattern = pat.pave_pat_12
if pat.pave_sides == '6' and pat.pave_tiles == 5:
numPattern = pat.pave_pat_22
if pat.pave_sides == '4' and pat.pave_tiles == 6:
numPattern = pat.pave_pat_35
if pat.pave_sides == '6' and pat.pave_tiles == 6:
numTiles = 5
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':
texStrg+="{ %s"%pat.func_list
texStrg+="(x"
if pat.func_plus_x != "NONE":
if pat.func_plus_x =='increase':
texStrg+="*"
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+="*"
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+="*"
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'}:
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':
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
texStrg+="}\n\n"
texStrg+="#declare f%s=\n"%PATname
texStrg+="function{pigment{%s}}\n"%PATname
texStrg+="\n"
return(texStrg)
Campbell Barton
committed
import mathutils
# 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')
comments = scene.pov.comments_enable and not scene.pov.tempfiles_enable
linebreaksinlists = scene.pov.list_lf_enable and not scene.pov.tempfiles_enable
feature_set = bpy.context.user_preferences.addons[__package__].preferences.branch_feature_set_povray
using_uberpov = (feature_set=='uberpov')
pov_binary = PovrayRender._locate_binary()
if using_uberpov:
print("Unofficial UberPOV feature set chosen in preferences")
else:
print("Official POV-Ray 3.7 feature set chosen in preferences")
if 'uber' in pov_binary:
print("The name of the binary suggests you are probably rendering with Uber POV engine")
print("The name of the binary suggests you are probably rendering with standard POV engine")
Constantin Rahn
committed
def setTab(tabtype, spaces):
TabStr = ""
Campbell Barton
committed
if tabtype == 'NONE':
TabStr = ""
Campbell Barton
committed
elif tabtype == 'TAB':
TabStr = "\t"
Campbell Barton
committed
elif tabtype == 'SPACE':
TabStr = spaces * " "
Constantin Rahn
committed
return TabStr
Bastien Montagne
committed
tab = setTab(scene.pov.indentation_character, scene.pov.indentation_spaces)
if not scene.pov.tempfiles_enable:
def tabWrite(str_o):
global tabLevel
brackets = str_o.count("{") - str_o.count("}") + 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
Constantin Rahn
committed
def uniqueName(name, nameSeq):
if name not in nameSeq:
return name
name_orig = name
i = 1
while name in nameSeq:
name = "%s_%.3d" % (name_orig, i)
tabWrite("matrix <%.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f>\n" %
(matrix[0][0], matrix[1][0], matrix[2][0],
matrix[0][1], matrix[1][1], matrix[2][1],
matrix[0][2], matrix[1][2], matrix[2][2],
matrix[0][3], matrix[1][3], matrix[2][3]))
Bastien Montagne
committed
def MatrixAsPovString(matrix):
sMatrix = ("matrix <%.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f>\n" %
(matrix[0][0], matrix[1][0], matrix[2][0],
matrix[0][1], matrix[1][1], matrix[2][1],
matrix[0][2], matrix[1][2], matrix[2][2],
matrix[0][3], matrix[1][3], matrix[2][3]))
Bastien Montagne
committed
return sMatrix
def writeObjectMaterial(material, ob):
Doug Hammond
committed
# DH - modified some variables to be function local, avoiding RNA write
# this should be checked to see if it is functionally correct
Bastien Montagne
committed
# Commented out: always write IOR to be able to use it for SSS, Fresnel reflections...
#if material and material.transparency_method == 'RAYTRACE':
if material:
# 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)
Bastien Montagne
committed
# Then the raytrace IOR taken from raytrace transparency properties and used for
# reflections if IOR Mirror option is checked.
elif material.pov.mirror_use_IOR:
tabWrite("interior {\n")
tabWrite("ior %.6f\n" % material.raytrace_transparency.ior)
tabWrite("interior {\n")
tabWrite("ior %.6f\n" % material.raytrace_transparency.ior)
Doug Hammond
committed
pov_fake_caustics = False
pov_photons_refraction = False
pov_photons_reflection = False
Bastien Montagne
committed
if material.pov.photons_reflection:
Bastien Montagne
committed
if material.pov.refraction_type == "0":
Doug Hammond
committed
pov_fake_caustics = False
pov_photons_refraction = False
Bastien Montagne
committed
elif material.pov.refraction_type == "1":
Doug Hammond
committed
pov_fake_caustics = True
pov_photons_refraction = False
Bastien Montagne
committed
elif material.pov.refraction_type == "2":
Doug Hammond
committed
pov_fake_caustics = False
pov_photons_refraction = True
Bastien Montagne
committed
# 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.
if material.pov.caustics_enable:
Doug Hammond
committed
if pov_fake_caustics:
Bastien Montagne
committed
tabWrite("caustics %.3g\n" % material.pov.fake_caustics_power)
Maurice Raybaud
committed
if pov_photons_refraction:
Bastien Montagne
committed
# Default of 1 means no dispersion
tabWrite("dispersion %.6f\n" % material.pov.photons_dispersion)
Maurice Raybaud
committed
tabWrite("dispersion_samples %.d\n" % material.pov.photons_dispersion_samples)
if material.use_transparency and material.transparency_method == 'RAYTRACE':
# fade_distance
Bastien Montagne
committed
# In Blender this value has always been reversed compared to what tooltip says.
# 100.001 rather than 100 so that it does not get to 0
# which deactivates the feature in POV
Bastien Montagne
committed
tabWrite("fade_distance %.3g\n" % \
(100.001 - material.raytrace_transparency.depth_max))
# fade_power
tabWrite("fade_power %.3g\n" % material.raytrace_transparency.falloff)
# fade_color
Bastien Montagne
committed
tabWrite("fade_color <%.3g, %.3g, %.3g>\n" % material.pov.interior_fade_color[:])
# (variable) dispersion_samples (constant count for now)
tabWrite("}\n")
if material.pov.photons_reflection or material.pov.refraction_type=="2":
tabWrite("photons{")
Maurice Raybaud
committed
tabWrite("target %.3g\n" % ob.pov.spacing_multiplier)
if not ob.pov.collect_photons:
tabWrite("collect off\n")
if pov_photons_refraction:
tabWrite("refraction on\n")
if pov_photons_reflection:
tabWrite("reflection on\n")
tabWrite("}\n")
DEF_MAT_NAME = "" #or "Default"?
Doug Hammond
committed
# DH disabled for now, this isn't the correct context
active_object = None # bpy.context.active_object # does not always work MR
matrix = global_matrix * camera.matrix_world
focal_point = camera.data.dof_distance
Qsize = render.resolution_x / render.resolution_y
tabWrite("#declare camLocation = <%.6f, %.6f, %.6f>;\n" %
matrix.translation[:])
tabWrite("#declare camLookAt = <%.6f, %.6f, %.6f>;\n" %
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tuple([degrees(e) for e in matrix.to_3x3().to_euler()]))
tabWrite("camera {\n")
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if scene.pov.baking_enable and active_object and active_object.type == 'MESH':
tabWrite("mesh_camera{ 1 3\n") # distribution 3 is what we want here
tabWrite("mesh{%s}\n" % active_object.name)
tabWrite("}\n")
tabWrite("location <0,0,.01>")
tabWrite("direction <0,0,-1>")
tabWrite("location <0, 0, 0>\n")
tabWrite("look_at <0, 0, -1>\n")
tabWrite("right <%s, 0, 0>\n" % - Qsize)
tabWrite("up <0, 1, 0>\n")
tabWrite("angle %f\n" % (360.0 * atan(16.0 / camera.data.lens) / pi))
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tabWrite("rotate <%.6f, %.6f, %.6f>\n" % \
tuple([degrees(e) for e in matrix.to_3x3().to_euler()]))
tabWrite("translate <%.6f, %.6f, %.6f>\n" % matrix.translation[:])
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if camera.data.pov.dof_enable and focal_point != 0:
tabWrite("aperture %.3g\n" % camera.data.pov.dof_aperture)
tabWrite("blur_samples %d %d\n" % \
(camera.data.pov.dof_samples_min, camera.data.pov.dof_samples_max))
tabWrite("variance 1/%d\n" % camera.data.pov.dof_variance)
tabWrite("confidence %.3g\n" % camera.data.pov.dof_confidence)
tabWrite("focal_point <0, 0, %f>\n" % focal_point)
tabWrite("}\n")
# Incremented after each lamp export to declare its target
# currently used for Fresnel diffuse shader as their slope vector:
global lampCount
lampCount = 0