Newer
Older
# ##### 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 #####
# <pep8 compliant>
import bpy
from bpy.utils import register_class
from bpy.types import Node, ShaderNodeTree, CompositorNodeTree, TextureNodeTree#, NodeSocket
from bpy.props import (
StringProperty,
BoolProperty,
IntProperty,
FloatProperty,
FloatVectorProperty,
EnumProperty,
#PointerProperty,
#CollectionProperty,
)
class ObjectNodeTree(bpy.types.NodeTree):
'''Povray Material Nodes'''
bl_idname = 'ObjectNodeTree'
bl_label = 'Povray Object Nodes'
bl_icon = 'PLUGIN'
@classmethod
def poll(cls, context):
return context.scene.render.engine == 'POVRAY_RENDER'
@classmethod
def get_from_context(cls, context):
ob = context.active_object
if ob and ob.type not in {'LIGHT'}:
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
nt_name = ma.node_tree
if nt_name != '':
return nt_name, ma, ma
return (None, None, None)
def update(self):
self.refresh = True
################### output #############################################################################################
class PovrayOutputNode(Node, ObjectNodeTree):
'''Output'''
bl_idname = 'PovrayOutputNode'
bl_label = 'Output'
bl_icon = 'SOUND'
def init(self, context):
self.inputs.new('PovraySocketTexture', "Texture")
def draw_buttons(self, context, layout):
ob=context.object
layout.prop(ob.pov, "object_ior",slider=True)
def draw_buttons_ext(self, context, layout):
ob=context.object
layout.prop(ob.pov, "object_ior",slider=True)
def draw_label(self):
return "Output"
################### material ###########################################################################################
class PovrayTextureNode(Node, ObjectNodeTree):
'''Texture'''
bl_idname = 'PovrayTextureNode'
bl_label = 'Simple texture'
bl_icon = 'SOUND'
def init(self, context):
color=self.inputs.new('PovraySocketColor', "Pigment")
color.default_value=(1,1,1)
normal=self.inputs.new('NodeSocketFloat', "Normal")
normal.hide_value=True
finish=self.inputs.new('NodeSocketVector', "Finish")
finish.hide_value=True
self.outputs.new('PovraySocketTexture', "Texture")
def draw_label(self):
return "Simple texture"
class PovrayFinishNode(Node, ObjectNodeTree):
'''Finish'''
bl_idname = 'PovrayFinishNode'
bl_label = 'Finish'
bl_icon = 'SOUND'
def init(self, context):
self.inputs.new('PovraySocketFloat_0_1', "Emission")
ambient=self.inputs.new('NodeSocketVector', "Ambient")
ambient.hide_value=True
diffuse=self.inputs.new('NodeSocketVector', "Diffuse")
diffuse.hide_value=True
specular=self.inputs.new('NodeSocketVector', "Highlight")
specular.hide_value=True
mirror=self.inputs.new('NodeSocketVector', "Mirror")
mirror.hide_value=True
iridescence=self.inputs.new('NodeSocketVector', "Iridescence")
iridescence.hide_value=True
subsurface=self.inputs.new('NodeSocketVector', "Translucency")
subsurface.hide_value=True
self.outputs.new('NodeSocketVector', "Finish")
def draw_label(self):
return "Finish"
class PovrayDiffuseNode(Node, ObjectNodeTree):
'''Diffuse'''
bl_idname = 'PovrayDiffuseNode'
bl_label = 'Diffuse'
bl_icon = 'SOUND'
def init(self, context):
intensity=self.inputs.new('PovraySocketFloat_0_1', "Intensity")
intensity.default_value=0.8
albedo=self.inputs.new('NodeSocketBool', "Albedo")
albedo.default_value=False
brilliance=self.inputs.new('PovraySocketFloat_0_10', "Brilliance")
brilliance.default_value=1.8
self.inputs.new('PovraySocketFloat_0_1', "Crand")
self.outputs.new('NodeSocketVector', "Diffuse")
def draw_label(self):
return "Diffuse"
class PovrayPhongNode(Node, ObjectNodeTree):
'''Phong'''
bl_idname = 'PovrayPhongNode'
bl_label = 'Phong'
bl_icon = 'SOUND'
def init(self, context):
albedo=self.inputs.new('NodeSocketBool', "Albedo")
intensity=self.inputs.new('PovraySocketFloat_0_1', "Intensity")
intensity.default_value=0.8
phong_size=self.inputs.new('PovraySocketInt_0_256', "Size")
phong_size.default_value=60
metallic=self.inputs.new('PovraySocketFloat_0_1', "Metallic")
self.outputs.new('NodeSocketVector', "Phong")
def draw_label(self):
return "Phong"
class PovraySpecularNode(Node, ObjectNodeTree):
'''Specular'''
bl_idname = 'PovraySpecularNode'
bl_label = 'Specular'
bl_icon = 'SOUND'
def init(self, context):
albedo=self.inputs.new('NodeSocketBool', "Albedo")
intensity=self.inputs.new('PovraySocketFloat_0_1', "Intensity")
intensity.default_value=0.8
roughness=self.inputs.new('PovraySocketFloat_0_1', "Roughness")
roughness.default_value=0.02
metallic=self.inputs.new('PovraySocketFloat_0_1', "Metallic")
self.outputs.new('NodeSocketVector', "Specular")
def draw_label(self):
return "Specular"
class PovrayMirrorNode(Node, ObjectNodeTree):
'''Mirror'''
bl_idname = 'PovrayMirrorNode'
bl_label = 'Mirror'
bl_icon = 'SOUND'
def init(self, context):
color=self.inputs.new('PovraySocketColor', "Color")
color.default_value=(1,1,1)
metallic=self.inputs.new('PovraySocketFloat_0_1', "Metallic")
metallic.default_value=1.0
exponent=self.inputs.new('PovraySocketFloat_0_1', "Exponent")
exponent.default_value=1.0
self.inputs.new('PovraySocketFloat_0_1', "Falloff")
self.inputs.new('NodeSocketBool', "Fresnel")
self.inputs.new('NodeSocketBool', "Conserve energy")
self.outputs.new('NodeSocketVector', "Mirror")
def draw_label(self):
return "Mirror"
class PovrayAmbientNode(Node, ObjectNodeTree):
'''Ambient'''
bl_idname = 'PovrayAmbientNode'
bl_label = 'Ambient'
bl_icon = 'SOUND'
def init(self, context):
self.inputs.new('PovraySocketColor', "Ambient")
self.outputs.new('NodeSocketVector', "Ambient")
def draw_label(self):
return "Ambient"
class PovrayIridescenceNode(Node, ObjectNodeTree):
'''Iridescence'''
bl_idname = 'PovrayIridescenceNode'
bl_label = 'Iridescence'
bl_icon = 'SOUND'
def init(self, context):
amount=self.inputs.new('NodeSocketFloat', "Amount")
amount.default_value=0.25
thickness=self.inputs.new('NodeSocketFloat', "Thickness")
thickness.default_value=1
self.inputs.new('NodeSocketFloat', "Turbulence")
self.outputs.new('NodeSocketVector', "Iridescence")
def draw_label(self):
return "Iridescence"
class PovraySubsurfaceNode(Node, ObjectNodeTree):
'''Subsurface'''
bl_idname = 'PovraySubsurfaceNode'
bl_label = 'Subsurface'
bl_icon = 'SOUND'
def init(self, context):
translucency=self.inputs.new('NodeSocketColor', "Translucency")
translucency.default_value=(0,0,0,1)
energy=self.inputs.new('PovraySocketInt_0_256', "Energy")
energy.default_value=20
self.outputs.new('NodeSocketVector', "Translucency")
def draw_buttons(self, context, layout):
scene=context.scene
layout.prop(scene.pov, "sslt_enable",text="SSLT")
def draw_buttons_ext(self, context, layout):
scene=context.scene
layout.prop(scene.pov, "sslt_enable",text="SSLT")
def draw_label(self):
return "Subsurface"
#####################################################################################################
class PovrayMappingNode(Node, ObjectNodeTree):
'''Mapping'''
bl_idname = 'PovrayMappingNode'
bl_label = 'Mapping'
bl_icon = 'SOUND'
name="Warp Types",
description="Select the type of warp",
items=( ('cubic', "Cubic", ""), ('cylindrical', "Cylindrical", ""),('planar', "Planar", ""),
('spherical', "Spherical", ""),('toroidal', "Toroidal", ""),
('uv_mapping', "UV", ""),
('NONE', "None", "No indentation")),
default='NONE')
name="Warp Orientation",
description="Select the orientation of warp",
items=(('x', "X", ""), ('y', "Y", ""), ('z', "Z", "")),
default='y')
name="Distance exponent",
description="Distance exponent",
min=0.0, max=100.0, default=1.0)
warp_tor_major_radius: FloatProperty(
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
name="Major radius",
description="Torus is distance from major radius",
min=0.0, max=5.0, default=1.0)
def init(self, context):
self.outputs.new('NodeSocketVector', "Mapping")
def draw_buttons(self, context, layout):
column=layout.column()
column.prop(self,"warp_type",text="Warp type")
if self.warp_type in {'toroidal','spherical','cylindrical','planar'}:
column.prop(self,"warp_orientation",text="Orientation")
column.prop(self,"warp_dist_exp",text="Exponent")
if self.warp_type=='toroidal':
column.prop(self,"warp_tor_major_radius",text="Major R")
def draw_buttons_ext(self, context, layout):
column=layout.column()
column.prop(self,"warp_type",text="Warp type")
if self.warp_type in {'toroidal','spherical','cylindrical','planar'}:
column.prop(self,"warp_orientation",text="Orientation")
column.prop(self,"warp_dist_exp",text="Exponent")
if self.warp_type=='toroidal':
column.prop(self,"warp_tor_major_radius",text="Major R")
def draw_label(self):
return "Mapping"
class PovrayMultiplyNode(Node, ObjectNodeTree):
'''Multiply'''
bl_idname = 'PovrayMultiplyNode'
bl_label = 'Multiply'
bl_icon = 'SOUND'
amount_x : FloatProperty(
name="X",
description="Number of repeats",
min=1.0, max=10000.0, default=1.0)
amount_y : FloatProperty(
name="Y",
description="Number of repeats",
min=1.0, max=10000.0, default=1.0)
amount_z : FloatProperty(
name="Z",
description="Number of repeats",
min=1.0, max=10000.0, default=1.0)
def init(self, context):
self.outputs.new('NodeSocketVector', "Amount")
def draw_buttons(self, context, layout):
column=layout.column()
column.label(text="Amount")
row=column.row(align=True)
row.prop(self,"amount_x")
row.prop(self,"amount_y")
row.prop(self,"amount_z")
def draw_buttons_ext(self, context, layout):
column=layout.column()
column.label(text="Amount")
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
row=column.row(align=True)
row.prop(self,"amount_x")
row.prop(self,"amount_y")
row.prop(self,"amount_z")
def draw_label(self):
return "Multiply"
class PovrayTransformNode(Node, ObjectNodeTree):
'''Transform'''
bl_idname = 'PovrayTransformNode'
bl_label = 'Transform'
bl_icon = 'SOUND'
def init(self, context):
self.inputs.new('PovraySocketFloatUnlimited', "Translate x")
self.inputs.new('PovraySocketFloatUnlimited', "Translate y")
self.inputs.new('PovraySocketFloatUnlimited', "Translate z")
self.inputs.new('PovraySocketFloatUnlimited', "Rotate x")
self.inputs.new('PovraySocketFloatUnlimited', "Rotate y")
self.inputs.new('PovraySocketFloatUnlimited', "Rotate z")
sX = self.inputs.new('PovraySocketFloatUnlimited', "Scale x")
sX.default_value = 1.0
sY = self.inputs.new('PovraySocketFloatUnlimited', "Scale y")
sY.default_value = 1.0
sZ = self.inputs.new('PovraySocketFloatUnlimited', "Scale z")
sZ.default_value = 1.0
self.outputs.new('NodeSocketVector', "Transform")
def draw_label(self):
return "Transform"
class PovrayValueNode(Node, ObjectNodeTree):
'''Value'''
bl_idname = 'PovrayValueNode'
bl_label = 'Value'
bl_icon = 'SOUND'
def init(self, context):
self.outputs.new('PovraySocketUniversal', "Value")
def draw_label(self):
return "Value"
class PovrayModifierNode(Node, ObjectNodeTree):
'''Modifier'''
bl_idname = 'PovrayModifierNode'
bl_label = 'Modifier'
bl_icon = 'SOUND'
def init(self, context):
turb_x=self.inputs.new('PovraySocketFloat_0_10', "Turb X")
turb_x.default_value=0.1
turb_y=self.inputs.new('PovraySocketFloat_0_10', "Turb Y")
turb_y.default_value=0.1
turb_z=self.inputs.new('PovraySocketFloat_0_10', "Turb Z")
turb_z.default_value=0.1
octaves=self.inputs.new('PovraySocketInt_1_9', "Octaves")
octaves.default_value=1
lambat=self.inputs.new('PovraySocketFloat_0_10', "Lambda")
lambat.default_value=2.0
omega=self.inputs.new('PovraySocketFloat_0_10', "Omega")
omega.default_value=0.5
freq=self.inputs.new('PovraySocketFloat_0_10', "Frequency")
freq.default_value=2.0
self.inputs.new('PovraySocketFloat_0_10', "Phase")
self.outputs.new('NodeSocketVector', "Modifier")
def draw_label(self):
return "Modifier"
class PovrayPigmentNode(Node, ObjectNodeTree):
'''Pigment'''
bl_idname = 'PovrayPigmentNode'
bl_label = 'Color'
def init(self, context):
color = self.inputs.new('PovraySocketColor', "Color")
color.default_value = (1,1,1)
povfilter = self.inputs.new('PovraySocketFloat_0_1', "Filter")
transmit = self.inputs.new('PovraySocketFloat_0_1', "Transmit")
self.outputs.new('NodeSocketColor', "Pigment")
def draw_label(self):
return "Color"
class PovrayColorImageNode(Node, ObjectNodeTree):
'''ColorImage'''
bl_idname = 'PovrayColorImageNode'
bl_label = 'Image map'
map_type: bpy.props.EnumProperty(
name="Map type",
description="",
items=( ('uv_mapping', "UV", ""),
('0', "Planar", "Default planar mapping"),
('1', "Spherical", "Spherical mapping"),
('2', "Cylindrical", "Cylindrical mapping"),
('5', "Torroidal", "Torus or donut shaped mapping")),
image: StringProperty(maxlen=1024) # , subtype="FILE_PATH"
interpolate: EnumProperty(
description="Adding the interpolate keyword can smooth the jagged look of a bitmap",
items=(
('2', "Bilinear", "Gives bilinear interpolation"),
('4', "Normalized", "Gives normalized distance"),
),
premultiplied: BoolProperty(default=False)
once: BoolProperty(description="Not to repeat", default=False)
def init(self, context):
gamma=self.inputs.new('PovraySocketFloat_000001_10', "Gamma")
gamma.default_value=2.0
transmit=self.inputs.new('PovraySocketFloat_0_1', "Transmit")
povfilter=self.inputs.new('PovraySocketFloat_0_1', "Filter")
mapping=self.inputs.new('NodeSocketVector', "Mapping")
mapping.hide_value=True
transform=self.inputs.new('NodeSocketVector', "Transform")
transform.hide_value=True
modifier=self.inputs.new('NodeSocketVector', "Modifier")
modifier.hide_value=True
self.outputs.new('NodeSocketColor', "Pigment")
def draw_buttons(self, context, layout):
column=layout.column()
im=None
for image in bpy.data.images:
if image.name == self.image:
im=image
split.prop_search(self,"image",context.blend_data,"images",text="")
split.operator("pov.imageopen",text="",icon="FILEBROWSER")
column.prop(im,"source",text="")
column.prop(self,"map_type",text="")
column.prop(self,"interpolate",text="")
row=column.row()
row.prop(self,"premultiplied",text="Premul")
row.prop(self,"once",text="Once")
def draw_buttons_ext(self, context, layout):
column=layout.column()
im=None
for image in bpy.data.images:
if image.name == self.image:
im=image
split.prop_search(self,"image",context.blend_data,"images",text="")
split.operator("pov.imageopen",text="",icon="FILEBROWSER")
column.prop(im,"source",text="")
column.prop(self,"map_type",text="")
column.prop(self,"interpolate",text="")
row=column.row()
row.prop(self,"premultiplied",text="Premul")
row.prop(self,"once",text="Once")
def draw_label(self):
return "Image map"
class PovrayBumpMapNode(Node, ObjectNodeTree):
'''BumpMap'''
bl_idname = 'PovrayBumpMapNode'
bl_label = 'Bump map'
bl_icon = 'SOUND'
map_type : bpy.props.EnumProperty(
name="Map type",
description="",
items=(
('uv_mapping', "UV", ""),
('0', "Planar", "Default planar mapping"),
('1', "Spherical", "Spherical mapping"),
('2', "Cylindrical", "Cylindrical mapping"),
('5', "Torroidal", "Torus or donut shaped mapping")
),
image : StringProperty(maxlen=1024) # , subtype="FILE_PATH"
interpolate : EnumProperty(
description="Adding the interpolate keyword can smooth the jagged look of a bitmap",
items=(
('2', "Bilinear", "Gives bilinear interpolation"),
('4', "Normalized", "Gives normalized distance"),
),
once : BoolProperty(description="Not to repeat", default=False)
def init(self, context):
self.inputs.new('PovraySocketFloat_0_10', "Normal")
mapping=self.inputs.new('NodeSocketVector', "Mapping")
mapping.hide_value=True
transform=self.inputs.new('NodeSocketVector', "Transform")
transform.hide_value=True
modifier=self.inputs.new('NodeSocketVector', "Modifier")
modifier.hide_value=True
normal=self.outputs.new('NodeSocketFloat', "Normal")
normal.hide_value=True
def draw_buttons(self, context, layout):
column=layout.column()
im=None
for image in bpy.data.images:
if image.name == self.image:
im=image
split = column.split(percentage=0.8,align=True)
split.prop_search(self,"image",context.blend_data,"images",text="")
split.operator("pov.imageopen",text="",icon="FILEBROWSER")
column.prop(im,"source",text="")
column.prop(self,"map_type",text="")
column.prop(self,"interpolate",text="")
column.prop(self,"once",text="Once")
def draw_buttons_ext(self, context, layout):
column=layout.column()
im=None
for image in bpy.data.images:
if image.name == self.image:
im=image
split = column.split(percentage=0.8,align=True)
split.prop_search(self,"image",context.blend_data,"images",text="")
split.operator("pov.imageopen",text="",icon="FILEBROWSER")
column.prop(im,"source",text="")
column.prop(self,"map_type",text="")
column.prop(self,"interpolate",text="")
column.prop(self,"once",text="Once")
def draw_label(self):
return "Bump Map"
class PovrayImagePatternNode(Node, ObjectNodeTree):
'''ImagePattern'''
bl_idname = 'PovrayImagePatternNode'
bl_label = 'Image pattern'
bl_icon = 'SOUND'
map_type: bpy.props.EnumProperty(
name="Map type",
description="",
items=(
('uv_mapping', "UV", ""),
('0', "Planar", "Default planar mapping"),
('1', "Spherical", "Spherical mapping"),
('2', "Cylindrical", "Cylindrical mapping"),
('5', "Torroidal", "Torus or donut shaped mapping"),
),
image: StringProperty(maxlen=1024) # , subtype="FILE_PATH"
interpolate: EnumProperty(
description="Adding the interpolate keyword can smooth the jagged look of a bitmap",
items=(
('2', "Bilinear", "Gives bilinear interpolation"),
('4', "Normalized", "Gives normalized distance"),
),
premultiplied: BoolProperty(default=False)
once: BoolProperty(description="Not to repeat", default=False)
use_alpha: BoolProperty(default=True)
def init(self, context):
gamma=self.inputs.new('PovraySocketFloat_000001_10', "Gamma")
gamma.default_value=2.0
self.outputs.new('PovraySocketPattern', "Pattern")
def draw_buttons(self, context, layout):
column=layout.column()
im=None
for image in bpy.data.images:
if image.name == self.image:
im=image
split.prop_search(self,"image",context.blend_data,"images",text="")
split.operator("pov.imageopen",text="",icon="FILEBROWSER")
column.prop(im,"source",text="")
column.prop(self,"map_type",text="")
column.prop(self,"interpolate",text="")
row=column.row()
row.prop(self,"premultiplied",text="Premul")
row.prop(self,"once",text="Once")
column.prop(self,"use_alpha",text="Use alpha")
def draw_buttons_ext(self, context, layout):
column=layout.column()
im=None
for image in bpy.data.images:
if image.name == self.image:
im=image
split.prop_search(self,"image",context.blend_data,"images",text="")
split.operator("pov.imageopen",text="",icon="FILEBROWSER")
column.prop(im,"source",text="")
column.prop(self,"map_type",text="")
column.prop(self,"interpolate",text="")
row=column.row()
row.prop(self,"premultiplied",text="Premul")
row.prop(self,"once",text="Once")
def draw_label(self):
return "Image pattern"
class ShaderPatternNode(Node, ObjectNodeTree):
'''Pattern'''
bl_idname = 'ShaderPatternNode'
bl_label = 'Other patterns'
pattern : EnumProperty(
name="Pattern",
description="Agate, Crackle, Gradient, Pavement, Spiral, Tiling",
items=(('agate', "Agate", ""),('crackle', "Crackle", ""),('gradient', "Gradient", ""),
('pavement', "Pavement", ""),
('spiral1', "Spiral 1", ""),
('spiral2', "Spiral 2", ""),
('tiling', "Tiling", "")),
default='agate')
agate_turb : FloatProperty(
name="Agate turb",
description="Agate turbulence",
min=0.0, max=100.0, default=0.5)
crackle_form_x : FloatProperty(
name="X",
description="Form vector X",
min=-150.0, max=150.0, default=-1)
crackle_form_y : FloatProperty(
name="Y",
description="Form vector Y",
min=-150.0, max=150.0, default=1)
crackle_form_z : FloatProperty(
name="Z",
description="Form vector Z",
min=-150.0, max=150.0, default=0)
crackle_metric : FloatProperty(
name="Metric",
description="Crackle metric",
min=0.0, max=150.0, default=1)
crackle_solid : BoolProperty(
name="Solid",
description="Crackle solid",
default=False)
spiral_arms : FloatProperty(
name="Number",
description="",
tiling_number : IntProperty(
name="Number",
description="",
gradient_orient : EnumProperty(
name="Orient",
description="",
items=(('x', "X", ""),
('y', "Y", ""),
('z', "Z", "")),
def init(self, context):
pat = self.outputs.new('PovraySocketPattern', "Pattern")
def draw_buttons(self, context, layout):
layout.prop(self, "pattern",text="")
if self.pattern=='agate':
layout.prop(self, "agate_turb")
if self.pattern=='crackle':
layout.prop(self, "crackle_metric")
layout.prop(self, "crackle_solid")
layout.label(text="Form:")
layout.prop(self, "crackle_form_x")
layout.prop(self, "crackle_form_y")
layout.prop(self, "crackle_form_z")
if self.pattern in {"spiral1","spiral2"}:
layout.prop(self, "spiral_arms")
if self.pattern in {'tiling'}:
layout.prop(self, "tiling_number")
if self.pattern in {'gradient'}:
layout.prop(self, "gradient_orient")
def draw_buttons_ext(self, context, layout):
pass
def draw_label(self):
return "Other patterns"
class ShaderTextureMapNode(Node, ObjectNodeTree):
'''Texture Map'''
bl_idname = 'ShaderTextureMapNode'
bl_label = 'Texture map'
name="Y",
description="",
min=0.0000, max=1.0000, default=0.0525)
name="Mortar",
description="Mortar",
min=0.000, max=1.500, default=0.01)
def init(self, context):
mat = bpy.context.object.active_material
self.inputs.new('PovraySocketPattern', "")
color = self.inputs.new('NodeSocketColor', "Color ramp")
color.hide_value = True
for i in range(0,4):
transform=self.inputs.new('PovraySocketTransform', "Transform")
transform.hide_value=True
number = mat.pov.inputs_number
for i in range(number):
self.inputs.new('PovraySocketTexture', "%s"%i)
self.outputs.new('PovraySocketTexture', "Texture")
def draw_buttons(self, context, layout):
if self.inputs[0].default_value =='brick':
layout.prop(self, "brick_mortar")
layout.prop(self, "brick_size_x")
layout.prop(self, "brick_size_y")
layout.prop(self, "brick_size_z")
def draw_buttons_ext(self, context, layout):
if self.inputs[0].default_value =='brick':
layout.prop(self, "brick_mortar")
layout.prop(self, "brick_size_x")
layout.prop(self, "brick_size_y")
layout.prop(self, "brick_size_z")
def draw_label(self):
return "Texture map"
class ShaderNormalMapNode(Node, ObjectNodeTree):
'''Normal Map'''
bl_idname = 'ShaderNormalMapNode'
bl_label = 'Normal map'
brick_size_x : FloatProperty(
brick_size_y : FloatProperty(
name="Y",
description="",
min=0.0000, max=1.0000, default=0.0525)
brick_size_z : FloatProperty(
brick_mortar : FloatProperty(
name="Mortar",
description="Mortar",
min=0.000, max=1.500, default=0.01)
def init(self, context):
self.inputs.new('PovraySocketPattern', "")
normal = self.inputs.new('PovraySocketFloat_10', "Normal")
slope = self.inputs.new('PovraySocketMap', "Slope map")
for i in range(0,4):
transform=self.inputs.new('PovraySocketTransform', "Transform")
transform.hide_value=True
self.outputs.new('PovraySocketNormal', "Normal")
def draw_buttons(self, context, layout):
#for i, inp in enumerate(self.inputs):
if self.inputs[0].default_value =='brick':
layout.prop(self, "brick_mortar")
layout.label(text="Brick size:")
layout.prop(self, "brick_size_x")
layout.prop(self, "brick_size_y")
layout.prop(self, "brick_size_z")
def draw_buttons_ext(self, context, layout):
if self.inputs[0].default_value =='brick':
layout.prop(self, "brick_mortar")
layout.label(text="Brick size:")
layout.prop(self, "brick_size_x")
layout.prop(self, "brick_size_y")
layout.prop(self, "brick_size_z")
def draw_label(self):
return "Normal map"
class ShaderNormalMapEntryNode(Node, ObjectNodeTree):
'''Normal Map Entry'''
bl_idname = 'ShaderNormalMapEntryNode'
bl_label = 'Normal map entry'
def init(self, context):
self.inputs.new('PovraySocketFloat_0_1', "Stop")
self.inputs.new('PovraySocketFloat_0_1', "Gray")
def draw_label(self):
return "Normal map entry"
class IsoPropsNode(Node, CompositorNodeTree):
'''ISO Props'''
bl_idname = 'IsoPropsNode'
bl_label = 'Iso'
node_label : StringProperty(maxlen=1024)
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
def init(self, context):
ob = bpy.context.object
self.node_label = ob.name
textName = ob.pov.function_text
if textName:
text = bpy.data.texts[textName]
for line in text.lines:
split = line.body.split()
if split[0] == "#declare":
socket = self.inputs.new('NodeSocketFloat', "%s"%split[1])
value = split[3].split(";")
value = value[0]
socket.default_value=float(value)
def draw_label(self):
return self.node_label
class PovrayFogNode(Node, CompositorNodeTree):
'''Fog settings'''
bl_idname = 'PovrayFogNode'
bl_label = 'Fog'
def init(self, context):
color=self.inputs.new('NodeSocketColor', "Color")
color.default_value=(0.7,0.7,0.7,0.25)
self.inputs.new('PovraySocketFloat_0_1', "Filter")
distance = self.inputs.new('NodeSocketInt', "Distance")
distance.default_value=150
self.inputs.new('NodeSocketBool', "Ground")
fog_offset=self.inputs.new('NodeSocketFloat', "Offset")
fog_alt=self.inputs.new('NodeSocketFloat', "Altitude")
turb = self.inputs.new('NodeSocketVector', "Turbulence")
turb_depth=self.inputs.new('PovraySocketFloat_0_10', "Depth")
turb_depth.default_value=0.5
octaves=self.inputs.new('PovraySocketInt_1_9', "Octaves")
octaves.default_value=5
lambdat=self.inputs.new('PovraySocketFloat_0_10', "Lambda")
lambdat.default_value=1.25
omega=self.inputs.new('PovraySocketFloat_0_10', "Omega")
omega.default_value=0.35
translate = self.inputs.new('NodeSocketVector', "Translate")
rotate = self.inputs.new('NodeSocketVector', "Rotate")
scale = self.inputs.new('NodeSocketVector', "Scale")
scale.default_value=(1,1,1)
def draw_label(self):
return "Fog"
class PovraySlopeNode(Node, TextureNodeTree):
'''Output'''
bl_idname = 'PovraySlopeNode'
bl_label = 'Slope Map'
def init(self, context):
self.use_custom_color = True
self.color = (0,0.2,0)
slope = self.inputs.new('PovraySocketSlope', "0")
slope = self.inputs.new('PovraySocketSlope', "1")
slopemap = self.outputs.new('PovraySocketMap', "Slope map")
output.hide_value = True
def draw_buttons(self, context, layout):
layout.operator("pov.nodeinputadd")
row = layout.row()
row.label(text='Value')
row.label(text='Height')
row.label(text='Slope')
def draw_buttons_ext(self, context, layout):
layout.operator("pov.nodeinputadd")
row = layout.row()
row.label(text='Value')
row.label(text='Height')
row.label(text='Slope')
def draw_label(self):
return "Slope Map"