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#special_texture_found = False
#for t in material.texture_slots:
# if t and t.texture.type == 'IMAGE' and t.use and t.texture.image and (t.use_map_specular or t.use_map_raymir or t.use_map_normal or t.use_map_alpha):
# special_texture_found = True
# continue # Some texture found
#if special_texture_found:
if texturesSpec != "" or texturesAlpha != "":
if texturesSpec != "":
# tabWrite("\n")
tabWrite("pigment_pattern {\n")
# POV-Ray "scale" is not a number of repetitions factor, but its inverse, a standard scale factor.
# Offset seems needed relatively to scale so probably center of the scale is not the same in blender and POV
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mappingSpec = "translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>\n" % (-t_spec.offset.x, t_spec.offset.y, t_spec.offset.z, 1.0 / t_spec.scale.x, 1.0 / t_spec.scale.y, 1.0 / t_spec.scale.z)
tabWrite("uv_mapping image_map{%s \"%s\" %s}\n" % (imageFormat(texturesSpec), texturesSpec, imgMap(t_spec)))
tabWrite("%s\n" % mappingSpec)
tabWrite("}\n")
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tabWrite("texture_map {\n")
tabWrite("[0 \n")
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if texturesDif == "":
if texturesAlpha != "":
tabWrite("\n")
# POV-Ray "scale" is not a number of repetitions factor, but its inverse, a standard scale factor.
# Offset seems needed relatively to scale so probably center of the scale is not the same in blender and POV
mappingAlpha = " translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>\n" % (-t_alpha.offset.x, -t_alpha.offset.y, t_alpha.offset.z, 1.0 / t_alpha.scale.x, 1.0 / t_alpha.scale.y, 1.0 / t_alpha.scale.z)
tabWrite("pigment {pigment_pattern {uv_mapping image_map{%s \"%s\" %s}%s" % (imageFormat(texturesAlpha), texturesAlpha, imgMap(t_alpha), mappingAlpha))
tabWrite("}\n")
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")
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else:
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tabWrite("pigment {rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>}\n" % (col[0], col[1], col[2], povFilter, trans))
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if texturesSpec != "":
tabWrite("finish {%s}\n" % (safety(material_finish, Level=1))) # Level 1 is no specular
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else:
tabWrite("finish {%s}\n" % (safety(material_finish, Level=2))) # Level 2 is translated spec
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# POV-Ray "scale" is not a number of repetitions factor, but its inverse, a standard scale factor.
# Offset seems needed relatively to scale so probably center of the scale is not the same in blender and POV
mappingDif = ("translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>" % (-t_dif.offset.x, -t_dif.offset.y, t_dif.offset.z, 1.0 / t_dif.scale.x, 1.0 / t_dif.scale.y, 1.0 / t_dif.scale.z))
if texturesAlpha != "":
# POV-Ray "scale" is not a number of repetitions factor, but its inverse, a standard scale factor.
# Offset seems needed relatively to scale so probably center of the scale is not the same in blender and POV
mappingAlpha = " translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>" % (-t_alpha.offset.x, -t_alpha.offset.y, t_alpha.offset.z, 1.0 / t_alpha.scale.x, 1.0 / t_alpha.scale.y, 1.0 / t_alpha.scale.z)
tabWrite("pigment {\n")
tabWrite("pigment_pattern {\n")
tabWrite("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 uv_mapping image_map {%s \"%s\" %s} %s]\n" % (imageFormat(texturesDif), texturesDif, (imgGamma + imgMap(t_dif)), mappingDif))
tabWrite("}\n")
tabWrite("}\n")
else:
tabWrite("pigment {uv_mapping image_map {%s \"%s\" %s}%s}\n" % (imageFormat(texturesDif), texturesDif, (imgGamma + imgMap(t_dif)), mappingDif))
if texturesSpec != "":
tabWrite("finish {%s}\n" % (safety(material_finish, Level=1))) # Level 1 is no specular
else:
tabWrite("finish {%s}\n" % (safety(material_finish, Level=2))) # Level 2 is translated specular
## scale 1 rotate y*0
#imageMap = ("{image_map {%s \"%s\" %s }\n" % (imageFormat(textures),textures,imgMap(t_dif)))
#tabWrite("uv_mapping pigment %s} %s finish {%s}\n" % (imageMap,mapping,safety(material_finish)))
#tabWrite("pigment {uv_mapping image_map {%s \"%s\" %s}%s} finish {%s}\n" % (imageFormat(texturesDif),texturesDif,imgMap(t_dif),mappingDif,safety(material_finish)))
if texturesNorm != "":
## scale 1 rotate y*0
# POV-Ray "scale" is not a number of repetitions factor, but its inverse, a standard scale factor.
# Offset seems needed relatively to scale so probably center of the scale is not the same in blender and POV
mappingNor = " translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>" % (-t_nor.offset.x, -t_nor.offset.y, t_nor.offset.z, 1.0 / t_nor.scale.x, 1.0 / t_nor.scale.y, 1.0 / t_nor.scale.z)
#imageMapNor = ("{bump_map {%s \"%s\" %s mapping}" % (imageFormat(texturesNorm),texturesNorm,imgMap(t_nor)))
#We were not using the above maybe we should?
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))
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tabWrite("]\n")
################################Second index for mapping specular max value##################################################################################################
tabWrite("[1 \n")
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if texturesDif == "" and material.pov_replacement_text == "":
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# POV-Ray "scale" is not a number of repetitions factor, but its inverse, a standard scale factor.
# Offset seems needed relatively to scale so probably center of the scale is not the same in blender and POV
mappingAlpha = " translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>\n" % (-t_alpha.offset.x, -t_alpha.offset.y, t_alpha.offset.z, 1.0 / t_alpha.scale.x, 1.0 / t_alpha.scale.y, 1.0 / t_alpha.scale.z) # strange that the translation factor for scale is not the same as for translate. ToDo: verify both matches with blender internal.
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")
tabWrite("pigment {rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>}\n" % (col[0], col[1], col[2], povFilter, trans))
tabWrite("finish {%s}\n" % (safety(material_finish, Level=3))) # Level 3 is full specular
tabWrite("finish {%s}\n" % (safety(material_finish, Level=2))) # Level 2 is translated specular
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elif material.pov_replacement_text == "":
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# POV-Ray "scale" is not a number of repetitions factor, but its inverse, a standard scale factor.
# Offset seems needed relatively to scale so probably center of the scale is not the same in blender and POV
mappingDif = ("translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>" % (-t_dif.offset.x, -t_dif.offset.y, t_dif.offset.z, 1.0 / t_dif.scale.x, 1.0 / t_dif.scale.y, 1.0 / t_dif.scale.z)) # strange that the translation factor for scale is not the same as for translate. ToDo: verify both matches with blender internal.
mappingAlpha = "translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>" % (-t_alpha.offset.x, -t_alpha.offset.y, t_alpha.offset.z, 1.0 / t_alpha.scale.x, 1.0 / t_alpha.scale.y, 1.0 / t_alpha.scale.z) # strange that the translation factor for scale is not the same as for translate. ToDo: verify both matches with blender internal.
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 uv_mapping image_map {%s \"%s\" %s} %s]\n" % (imageFormat(texturesDif), texturesDif, (imgMap(t_dif) + imgGamma), mappingDif))
tabWrite("}\n")
tabWrite("}\n")
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")
tabWrite("finish {%s}\n" % (safety(material_finish, Level=3))) # Level 3 is full specular
tabWrite("finish {%s}\n" % (safety(material_finish, Level=2))) # Level 2 is translated specular
#imageMap = ("{image_map {%s \"%s\" %s }" % (imageFormat(textures),textures,imgMap(t_dif)))
#file.write("\n\t\t\tuv_mapping pigment %s} %s finish {%s}" % (imageMap,mapping,safety(material_finish)))
#file.write("\n\t\t\tpigment {uv_mapping image_map {%s \"%s\" %s}%s} finish {%s}" % (imageFormat(texturesDif),texturesDif,imgMap(t_dif),mappingDif,safety(material_finish)))
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if texturesNorm != "" and material.pov_replacement_text == "":
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# POV-Ray "scale" is not a number of repetitions factor, but its inverse, a standard scale factor.
# Offset seems needed relatively to scale so probably center of the scale is not the same in blender and POV
mappingNor = (" translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>" % (-t_nor.offset.x, -t_nor.offset.y, t_nor.offset.z, 1.0 / t_nor.scale.x, 1.0 / t_nor.scale.y, 1.0 / t_nor.scale.z))
#imageMapNor = ("{bump_map {%s \"%s\" %s mapping}" % (imageFormat(texturesNorm),texturesNorm,imgMap(t_nor)))
tabWrite("normal {uv_mapping bump_map {%s \"%s\" %s bump_size %.4g }%s}\n" % (imageFormat(texturesNorm), texturesNorm, imgMap(t_nor), t_nor.normal_factor * 10.0, mappingNor))
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if texturesSpec != "" and material.pov_replacement_text == "":
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if material.diffuse_shader in ('MINNAERT', 'FRESNEL') and material.pov_replacement_text == "":
tabWrite("]\n")
tabWrite("}\n")
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if material.pov_replacement_text == "":
tabWrite("}\n") # THEN IT CAN CLOSE IT --MR
############################################################################################################
tabWrite("}\n")
tabWrite("face_indices {\n")
tabWrite("%d" % (len(me_faces) + quadCount)) # faces count
Constantin Rahn
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tabStr = tab * tabLevel
for fi, f in enumerate(me_faces):
fv = faces_verts[fi]
material_index = f.material_index
if len(fv) == 4:
indices = (0, 1, 2), (0, 2, 3)
indices = ((0, 1, 2),)
if vcol_layer:
col = vcol_layer[fi]
if len(fv) == 4:
cols = col.color1, col.color2, col.color3, col.color4
else:
cols = col.color1, col.color2, col.color3
if not me_materials or me_materials[material_index] is None: # No materials
for i1, i2, i3 in indices:
if not scene.pov_tempfiles_enable and scene.pov_list_lf_enable:
file.write(",\n")
file.write(tabStr + "<%d,%d,%d>" % (fv[i1], fv[i2], fv[i3])) # vert count
else:
file.write(", ")
file.write("<%d,%d,%d>" % (fv[i1], fv[i2], fv[i3])) # vert count
for i1, i2, i3 in indices:
if me.vertex_colors and material.use_vertex_color_paint:
# Colour per vertex - vertex colour
col1 = cols[i1]
col2 = cols[i2]
col3 = cols[i3]
ci1 = vertCols[col1[0], col1[1], col1[2], material_index][0]
ci2 = vertCols[col2[0], col2[1], col2[2], material_index][0]
ci3 = vertCols[col3[0], col3[1], col3[2], material_index][0]
else:
# Colour per material - flat material colour
diffuse_color = material.diffuse_color
ci1 = ci2 = ci3 = vertCols[diffuse_color[0], diffuse_color[1], diffuse_color[2], f.material_index][0]
if not scene.pov_tempfiles_enable and scene.pov_list_lf_enable:
file.write(",\n")
file.write(tabStr + "<%d,%d,%d>, %d,%d,%d" % (fv[i1], fv[i2], fv[i3], ci1, ci2, ci3)) # vert count
else:
file.write(", ")
file.write("<%d,%d,%d>, %d,%d,%d" % (fv[i1], fv[i2], fv[i3], ci1, ci2, ci3)) # vert count
file.write("\n")
tabWrite("}\n")
# normal_indices indices
tabWrite("normal_indices {\n")
tabWrite("%d" % (len(me_faces) + quadCount)) # faces count
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tabStr = tab * tabLevel
for fi, fv in enumerate(faces_verts):
if len(fv) == 4:
indices = (0, 1, 2), (0, 2, 3)
indices = ((0, 1, 2),)
for i1, i2, i3 in indices:
if not scene.pov_tempfiles_enable and scene.pov_list_lf_enable:
file.write(",\n")
file.write(tabStr + "<%d,%d,%d>" %\
(uniqueNormals[verts_normals[fv[i1]]][0],\
uniqueNormals[verts_normals[fv[i2]]][0],\
uniqueNormals[verts_normals[fv[i3]]][0])) # vert count
else:
file.write(", ")
file.write("<%d,%d,%d>" %\
(uniqueNormals[verts_normals[fv[i1]]][0],\
uniqueNormals[verts_normals[fv[i2]]][0],\
uniqueNormals[verts_normals[fv[i3]]][0])) # vert count
if not scene.pov_tempfiles_enable and scene.pov_list_lf_enable:
file.write(",\n")
file.write(tabStr + "<%d,%d,%d>" % (idx, idx, idx)) # vert count
else:
file.write(", ")
file.write("<%d,%d,%d>" % (idx, idx, idx)) # vert count
file.write("\n")
tabWrite("}\n")
tabWrite("uv_indices {\n")
tabWrite("%d" % (len(me_faces) + quadCount)) # faces count
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tabStr = tab * tabLevel
for fi, fv in enumerate(faces_verts):
if len(fv) == 4:
indices = (0, 1, 2), (0, 2, 3)
indices = ((0, 1, 2),)
uvs = uv.uv1[:], uv.uv2[:], uv.uv3[:], uv.uv4[:]
uvs = uv.uv1[:], uv.uv2[:], uv.uv3[:]
for i1, i2, i3 in indices:
if not scene.pov_tempfiles_enable and scene.pov_list_lf_enable:
file.write(",\n")
file.write(tabStr + "<%d,%d,%d>" % (
uniqueUVs[uvs[i1]][0],\
uniqueUVs[uvs[i2]][0],\
uniqueUVs[uvs[i3]][0]))
else:
file.write(", ")
file.write("<%d,%d,%d>" % (
uniqueUVs[uvs[i1]][0],\
uniqueUVs[uvs[i2]][0],\
uniqueUVs[uvs[i3]][0]))
file.write("\n")
tabWrite("}\n")
material = me.materials[0] # dodgy
writeObjectMaterial(material, ob)
#Importance for radiosity sampling added here:
tabWrite("radiosity { \n")
tabWrite("importance %3g \n" % importance)
tabWrite("}\n")
tabWrite("}\n") # End of mesh block
tabWrite("%s\n" % name) # Use named declaration to allow reference e.g. for baking. MR
bpy.data.meshes.remove(me)
def exportWorld(world):
render = scene.render
matrix = global_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:
tabWrite("background {rgbt<%.3g, %.3g, %.3g, 0.75>}\n" % (world.horizon_color[:]))
#Currently using no alpha with Sky option:
elif render.alpha_mode == 'SKY':
tabWrite("background {rgbt<%.3g, %.3g, %.3g, 0>}\n" % (world.horizon_color[:]))
tabWrite("background {rgbt<%.3g, %.3g, %.3g, 1>}\n" % (world.horizon_color[:]))
for t in world.texture_slots: # risk to write several sky_spheres but maybe ok.
if t and t.texture.type is not None:
worldTexCount += 1
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
if t_blend.texture_coords == 'ANGMAP':
mappingBlend = ""
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else:
mappingBlend = " translate <%.4g-0.5,%.4g-0.5,%.4g-0.5> rotate<0,0,0> scale <%.4g,%.4g,%.4g>" % (
t_blend.offset.x / 10.0, t_blend.offset.y / 10.0, t_blend.offset.z / 10.0,
t_blend.scale.x * 0.85, t_blend.scale.y * 0.85, t_blend.scale.z * 0.85,
)
#The initial position and rotation of the pov camera is probably creating the rotation offset should look into it someday but at least background won't rotate with the camera now.
#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.
tabWrite("sky_sphere {\n")
tabWrite("pigment {\n")
tabWrite("image_map{%s \"%s\" %s}\n" % (imageFormat(texturesBlend), texturesBlend, imgMapBG(t_blend)))
tabWrite("}\n")
tabWrite("%s\n" % (mappingBlend))
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tabWrite("pigment {rgb 0 transmit %s}\n" % (t.texture.intensity))
tabWrite("}\n")
#tabWrite("scale 2\n")
#tabWrite("translate -1\n")
#For only Background gradient
if worldTexCount == 0:
tabWrite("sky_sphere {\n")
tabWrite("pigment {\n")
tabWrite("gradient y\n") # maybe Should follow the advice of POV doc about replacing gradient for skysphere..5.5
tabWrite("color_map {\n")
if render.alpha_mode == 'STRAIGHT':
tabWrite("[0.0 rgbt<%.3g, %.3g, %.3g, 1>]\n" % (world.horizon_color[:]))
tabWrite("[1.0 rgbt<%.3g, %.3g, %.3g, 1>]\n" % (world.zenith_color[:]))
elif render.alpha_mode == 'PREMUL':
tabWrite("[0.0 rgbt<%.3g, %.3g, %.3g, 0.99>]\n" % (world.horizon_color[:]))
tabWrite("[1.0 rgbt<%.3g, %.3g, %.3g, 0.99>]\n" % (world.zenith_color[:])) # aa premult not solved with transmit 1
tabWrite("[0.0 rgbt<%.3g, %.3g, %.3g, 0>]\n" % (world.horizon_color[:]))
tabWrite("[1.0 rgbt<%.3g, %.3g, %.3g, 0>]\n" % (world.zenith_color[:]))
tabWrite("}\n")
tabWrite("}\n")
tabWrite("}\n")
#sky_sphere alpha (transmit) is not translating into image alpha the same way as 'background'
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#if world.light_settings.use_indirect_light:
# scene.pov_radio_enable=1
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#Maybe change the above to a funtion copyInternalRenderer settings when user pushes a button, then:
#scene.pov_radio_enable = world.light_settings.use_indirect_light
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#and other such translations but maybe this would not be allowed either?
###############################################################
tabWrite("fog {\n")
tabWrite("distance %.6f\n" % mist.depth)
tabWrite("color rgbt<%.3g, %.3g, %.3g, %.3g>\n" % (world.horizon_color[:] + (1.0 - mist.intensity,)))
#tabWrite("fog_offset %.6f\n" % mist.start)
#tabWrite("fog_alt 5\n")
#tabWrite("turbulence 0.2\n")
#tabWrite("turb_depth 0.3\n")
tabWrite("fog_type 1\n")
tabWrite("}\n")
if scene.pov_media_enable:
tabWrite("media {\n")
tabWrite("scattering { 1, rgb <%.4g, %.4g, %.4g>}\n" % scene.pov_media_color[:])
tabWrite("samples %.d\n" % scene.pov_media_samples)
tabWrite("}\n")
tabWrite("global_settings {\n")
tabWrite("assumed_gamma 1.0\n")
tabWrite("max_trace_level %d\n" % scene.pov_max_trace_level)
tabWrite("radiosity {\n")
tabWrite("adc_bailout %.4g\n" % scene.pov_radio_adc_bailout)
tabWrite("always_sample %d\n" % scene.pov_radio_always_sample)
tabWrite("brightness %.4g\n" % scene.pov_radio_brightness)
tabWrite("count %d\n" % scene.pov_radio_count)
tabWrite("error_bound %.4g\n" % scene.pov_radio_error_bound)
tabWrite("gray_threshold %.4g\n" % scene.pov_radio_gray_threshold)
tabWrite("low_error_factor %.4g\n" % scene.pov_radio_low_error_factor)
tabWrite("media %d\n" % scene.pov_radio_media)
tabWrite("minimum_reuse %.4g\n" % scene.pov_radio_minimum_reuse)
tabWrite("nearest_count %d\n" % scene.pov_radio_nearest_count)
tabWrite("normal %d\n" % scene.pov_radio_normal)
tabWrite("pretrace_start %.3g\n" % scene.pov_radio_pretrace_start)
tabWrite("pretrace_end %.3g\n" % scene.pov_radio_pretrace_end)
tabWrite("recursion_limit %d\n" % scene.pov_radio_recursion_limit)
tabWrite("}\n")
for material in bpy.data.materials:
if material.subsurface_scattering.use and once:
tabWrite("mm_per_unit %.6f\n" % (material.subsurface_scattering.scale * (-100.0) + 15.0)) # In pov, the scale has reversed influence compared to blender. these number should correct that
once = 0 # In POV-Ray, the scale factor for all subsurface shaders needs to be the same
tabWrite("ambient_light rgb<%.3g, %.3g, %.3g>\n" % world.ambient_color[:])
if material.pov_photons_refraction or material.pov_photons_reflection:
tabWrite("photons {\n")
tabWrite("spacing %.6f\n" % scene.pov_photon_spacing)
tabWrite("max_trace_level %d\n" % scene.pov_photon_max_trace_level)
tabWrite("adc_bailout %.3g\n" % scene.pov_photon_adc_bailout)
tabWrite("gather %d, %d\n" % (scene.pov_photon_gather_min, scene.pov_photon_gather_max))
tabWrite("}\n")
tabWrite("}\n")
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def exportCustomCode():
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for txt in bpy.data.texts:
if txt.pov_custom_code:
# Why are the newlines needed?
file.write("\n")
file.write(txt.as_string())
file.write("\n")
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sel = scene.objects
comments = scene.pov_comments_enable
if not scene.pov_tempfiles_enable and comments:
file.write("//---------------------------------------------\n//--Exported with POV-Ray exporter for Blender--\n//---------------------------------------------\n\n")
file.write("#version 3.7;\n")
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if not scene.pov_tempfiles_enable and comments:
file.write("\n//--CUSTOM CODE--\n\n")
exportCustomCode()
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if not scene.pov_tempfiles_enable and comments:
file.write("\n//--Global settings and background--\n\n")
if not scene.pov_tempfiles_enable and comments:
file.write("\n")
if not scene.pov_tempfiles_enable and comments:
file.write("\n//--Cameras--\n\n")
if not scene.pov_tempfiles_enable and comments:
file.write("\n//--Lamps--\n\n")
exportLamps([l for l in sel if l.type == 'LAMP'])
if not scene.pov_tempfiles_enable and comments:
file.write("\n//--Material Definitions--\n\n")
# Convert all materials to strings we can access directly per vertex.
writeMaterial(None) # default material
writeMaterial(material)
if not scene.pov_tempfiles_enable and comments:
file.write("\n")
if not scene.pov_tempfiles_enable and comments:
file.write("//--Mesh objects--\n")
#What follow used to happen here:
#exportCamera()
#exportWorld(scene.world)
#exportGlobalSettings(scene)
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# MR:..and the order was important for an attempt to implement pov 3.7 baking (mesh camera) comment for the record
# CR: Baking should be a special case than. If "baking", than we could change the order.
#print("pov file closed %s" % file.closed)
#print("pov file closed %s" % file.closed)
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.write("Version=3.7\n")
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)
# Border render.
if render.use_border:
file.write("Start_Column=%4g\n" % render.border_min_x)
file.write("End_Column=%4g\n" % (render.border_max_x))
file.write("Start_Row=%4g\n" % (render.border_min_y))
file.write("End_Row=%4g\n" % (render.border_max_y))
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("Pause_When_Done=0\n")
file.write("Output_File_Type=N\n") # PNG, with POV-Ray 3.7, can show background color with alpha. In the long run using the POV-Ray interactive preview like bishop 3D could solve the preview for all formats.
#file.write("Output_File_Type=T\n") # TGA, best progressive loading
file.write("Output_Alpha=1\n")
if scene.pov_antialias_enable:
# aa_mapping = {"5": 2, "8": 3, "11": 4, "16": 5} # method 2 (recursive) with higher max subdiv forced because no mipmapping in POV-Ray needs higher sampling.
method = {"0": 1, "1": 2}
file.write("Antialias=on\n")
file.write("Sampling_Method=%s\n" % method[scene.pov_antialias_method])
file.write("Antialias_Depth=%d\n" % scene.pov_antialias_depth)
file.write("Antialias_Threshold=%.3g\n" % scene.pov_antialias_threshold)
file.write("Antialias_Gamma=%.3g\n" % scene.pov_antialias_gamma)
if scene.pov_jitter_enable:
file.write("Jitter=on\n")
file.write("Jitter_Amount=%3g\n" % scene.pov_jitter_amount)
file.write("Jitter=off\n") # prevent animation flicker
file.write("Antialias=off\n")
#print("ini file closed %s" % file.closed)
#print("ini file closed %s" % file.closed)
bl_label = "POV-Ray 3.7"
def _export(self, scene, povPath, renderImagePath):
if scene.pov_tempfiles_enable:
self._temp_file_in = tempfile.NamedTemporaryFile(suffix=".pov", delete=False).name
self._temp_file_out = tempfile.NamedTemporaryFile(suffix=".png", delete=False).name # PNG with POV 3.7, can show the background color with alpha. In the long run using the POV-Ray interactive preview like bishop 3D could solve the preview for all formats.
#self._temp_file_out = tempfile.NamedTemporaryFile(suffix=".tga", delete=False).name
self._temp_file_ini = tempfile.NamedTemporaryFile(suffix=".ini", delete=False).name
else:
self._temp_file_in = povPath + ".pov"
self._temp_file_out = renderImagePath + ".png" # PNG with POV-Ray 3.7, can show the background color with alpha. In the long run using the POV-Ray interactive preview like bishop 3D could solve the preview for all formats.
#self._temp_file_out = renderImagePath + ".tga"
self._temp_file_ini = povPath + ".ini"
'''
self._temp_file_in = "/test.pov"
self._temp_file_out = "/test.png" # PNG with POV-Ray 3.7, can show the background color with alpha. In the long run using the POV-Ray interactive preview like bishop 3D could solve the preview for all formats.
#self._temp_file_out = "/test.tga"
self._temp_file_ini = "/test.ini"
'''
self.update_stats("", "POV-Ray 3.7: " + txt)
write_pov(self._temp_file_in, scene, info_callback)
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def _render(self, scene):
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 = []
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if scene.pov_command_line_switches != "":
for newArg in scene.pov_command_line_switches.split(" "):
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extra_args.append(newArg)
import platform as pltfrm
if pltfrm.architecture()[0] == "64bit":
bitness = 64
else:
bitness = 32
regKey = winreg.OpenKey(winreg.HKEY_CURRENT_USER, "Software\\POV-Ray\\v3.7\\Windows")
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# TODO, report api
# 64 bits blender
pov_binary = winreg.QueryValueEx(regKey, "Home")[0] + "\\bin\\pvengine64"
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self._process = subprocess.Popen([pov_binary, self._temp_file_ini] + extra_args)
# This would work too but means we have to wait until its done:
# os.system("%s %s" % (pov_binary, self._temp_file_ini))
except OSError:
# someone might run povray 32 bits on a 64 bits blender machine
try:
pov_binary = winreg.QueryValueEx(regKey, "Home")[0] + "\\bin\\pvengine"
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self._process = subprocess.Popen([pov_binary, self._temp_file_ini] + extra_args)
except OSError:
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# TODO, report api
print("POV-Ray 3.7: could not execute '%s', possibly POV-Ray isn't installed" % pov_binary)
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import traceback
traceback.print_exc()
print ("***-DONE-***")
return False
else:
print("POV-Ray 3.7 64 bits could not execute, running 32 bits instead")
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print("Command line arguments passed: " + str(extra_args))
return True
else:
print("POV-Ray 3.7 64 bits found")
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print("Command line arguments passed: " + str(extra_args))
return True
pov_binary = winreg.QueryValueEx(regKey, "Home")[0] + "\\bin\\pvengine"
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self._process = subprocess.Popen([pov_binary, self._temp_file_ini] + extra_args)
# someone might also run povray 64 bits with a 32 bits build of blender.
except OSError:
try:
pov_binary = winreg.QueryValueEx(regKey, "Home")[0] + "\\bin\\pvengine64"
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self._process = subprocess.Popen([pov_binary, self._temp_file_ini] + extra_args)
except OSError:
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# TODO, report api
print("POV-Ray 3.7: could not execute '%s', possibly POV-Ray isn't installed" % pov_binary)
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import traceback
traceback.print_exc()
print ("***-DONE-***")
return False
else:
print("Running POV-Ray 3.7 64 bits build with 32 bits Blender, \nYou might want to run Blender 64 bits as well.")
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print("Command line arguments passed: " + str(extra_args))
return True
else:
print("POV-Ray 3.7 32 bits found")
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print("Command line arguments passed: " + str(extra_args))
return True
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else:
# DH - added -d option to prevent render window popup which leads to segfault on linux
extra_args.append("-d")
isExists = False
sysPathList = os.getenv("PATH").split(':')
sysPathList.append("")
for dirName in sysPathList:
if (os.path.exists(os.path.join(dirName, pov_binary))):
isExists = True
break
if not isExists:
print("POV-Ray 3.7: could not found execute '%s' - not if PATH" % pov_binary)
import traceback
traceback.print_exc()
print ("***-DONE-***")
return False
try:
self._process = subprocess.Popen([pov_binary, self._temp_file_ini] + extra_args)
except OSError:
# TODO, report api
print("POV-Ray 3.7: could not execute '%s'" % pov_binary)
import traceback
traceback.print_exc()
print ("***-DONE-***")
return False
else:
print("POV-Ray 3.7 found")
print("Command line arguments passed: " + str(extra_args))
return True
def _cleanup(self):
for f in (self._temp_file_in, self._temp_file_ini, self._temp_file_out):
try:
except OSError: # was that the proper error type?
#print("POV-Ray 3.7: could not remove/unlink TEMP file %s" % f.name)
#print("")
self.update_stats("", "")
## if r.file_format == 'OPENEXR':
## fformat = 'EXR'
## render.color_mode = 'RGBA'
## else:
## fformat = 'TGA'
## r.file_format = 'TARGA'
blendSceneName = bpy.data.filepath.split(os.path.sep)[-1].split(".")[0]
povSceneName = ""
povPath = ""
renderImagePath = ""
scene.frame_set(scene.frame_current) # has to be called to update the frame on exporting animations
if not scene.pov_tempfiles_enable:
# check paths
povPath = bpy.path.abspath(scene.pov_scene_path).replace('\\', '/')
if povPath == "":
if bpy.path.abspath("//") != "":
povPath = bpy.path.abspath("//")
else:
povPath = tempfile.gettempdir()
elif povPath.endswith("/"):
if povPath == "/":
povPath = bpy.path.abspath("//")
else:
povPath = bpy.path.abspath(scene.pov_scene_path)
try:
os.makedirs(povPath)
except:
import traceback
traceback.print_exc()
print("POV-Ray 3.7: Cannot create scenes directory: %r" % povPath)
self.update_stats("", "POV-Ray 3.7: Cannot create scenes directory %r" % povPath)
time.sleep(2.0)
return
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'''
# Bug in POV-Ray RC3
renderImagePath = bpy.path.abspath(scene.pov_renderimage_path).replace('\\','/')
if renderImagePath == "":
if bpy.path.abspath("//") != "":
renderImagePath = bpy.path.abspath("//")
else:
renderImagePath = tempfile.gettempdir()
#print("Path: " + renderImagePath)
elif path.endswith("/"):
if renderImagePath == "/":
renderImagePath = bpy.path.abspath("//")
else:
renderImagePath = bpy.path.abspath(scene.pov_renderimage_path)
if not os.path.exists(path):
print("POV-Ray 3.7: Cannot find render image directory")
self.update_stats("", "POV-Ray 3.7: Cannot find render image directory")
time.sleep(2.0)
return
'''
# check name
if scene.pov_scene_name == "":
if blendSceneName != "":
povSceneName = blendSceneName
else:
povSceneName = "untitled"
else:
povSceneName = scene.pov_scene_name
if os.path.isfile(povSceneName):
povSceneName = os.path.basename(povSceneName)
povSceneName = povSceneName.split('/')[-1].split('\\')[-1]
if not povSceneName:
print("POV-Ray 3.7: Invalid scene name")
self.update_stats("", "POV-Ray 3.7: Invalid scene name")
time.sleep(2.0)
return
povSceneName = os.path.splitext(povSceneName)[0]
print("Scene name: " + povSceneName)
print("Export path: " + povPath)
povPath = os.path.join(povPath, povSceneName)
povPath = os.path.realpath(povPath)
# renderImagePath = renderImagePath + "\\" + povSceneName # for now this has to be the same like the pov output. Bug in POV-Ray RC3.
renderImagePath = povPath # Bugfix for POV-Ray RC3 bug
# renderImagePath = os.path.realpath(renderImagePath) # Bugfix for POV-Ray RC3 bug
#print("Export path: %s" % povPath)
#print("Render Image path: %s" % renderImagePath)
# start export
self.update_stats("", "POV-Ray 3.7: Exporting data from Blender")
self._export(scene, povPath, renderImagePath)
self.update_stats("", "POV-Ray 3.7: Parsing File")
if not self._render(scene):
self.update_stats("", "POV-Ray 3.7: Not found")
return
r = scene.render
# 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):
# print("***POV WAITING FOR FILE***")
print("***POV INTERRUPTED***")
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poll_result = self._process.poll()
print("***POV PROCESS FAILED : %s ***" % poll_result)
self.update_stats("", "POV-Ray 3.7: Failed")
if os.path.exists(self._temp_file_out):
# print("***POV FILE OK***")
self.update_stats("", "POV-Ray 3.7: Rendering")
xmin = int(r.border_min_x * x)
ymin = int(r.border_min_y * y)
xmax = int(r.border_max_x * x)
ymax = int(r.border_max_y * y)
# print("***POV UPDATING IMAGE***")
#result = self.begin_result(xmin, ymin, xmax - xmin, ymax - ymin) # XXX, test for border render.
lay = result.layers[0]
# possible the image wont load early on.
try:
lay.load_from_file(self._temp_file_out)
#lay.load_from_file(self._temp_file_out, xmin, ymin) # XXX, test for border render.
# Update while POV-Ray renders
# print("***POV RENDER LOOP***")
# test if POV-Ray exists
print("***POV PROCESS FINISHED***")
update_image()
break
# user exit
if self.test_break():
try:
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***")
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if scene.pov_tempfiles_enable or scene.pov_deletefiles_enable: