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# SPDX-License-Identifier: GPL-2.0-or-later
"""Write the POV file using this file's functions and some from other modules then render it."""
import subprocess
import os
import time
from math import (
pi,
) # maybe move to scenography.py and topology_*****_data.py respectively with smoke and matrix
import re
import tempfile # generate temporary files with random names
from bpy.types import Operator
from bpy.utils import register_class, unregister_class
from . import (
scripting,
) # for writing, importing and rendering directly POV Scene Description Language items
from . import scenography # for atmosphere, environment, effects, lighting, camera
from . import shading # for BI POV shaders emulation
from . import object_mesh_topology # for mesh based geometry
from . import object_curve_topology # for curves based geometry
# from . import object_primitives # for import and export of POV specific primitives
from .scenography import image_format, img_map, img_map_transforms, path_image
from .shading import write_object_material_interior
from .object_primitives import write_object_modifiers
"""Remove hyphen characters from a string to avoid POV errors."""
"""append suffix characters to names of various material declinations.
Material declinations are necessary to POV syntax and used in shading.py
by the pov_has_no_specular_maps function to create the finish map trick and
the suffixes avoid name collisions.
Keyword arguments:
name -- the initial material name as a string
ref_level_bound -- the enum number of the ref_level_bound being written:
ref_level_bound=1 is for texture with No specular nor Mirror reflection
ref_level_bound=2 is for texture with translation of spec and mir levels
ref_level_bound=3 is for texture with Maximum Spec and Mirror
# All the try except clause below seems useless as each time
# prefix rewritten even after and outside of it what was the point?
# It may not even be any longer possible to feed no arg from Blender UI
# try:
# if name: # if int(name) > 0: # could be zero if no argument provided
# # and always triggered exception so is this similar ?
# prefix = "shader"
# except BaseException as e:
# print(e.__doc__)
# print('An exception occurred: {}'.format(e))
# implicit else-if (no return yet)
if ref_level_bound == 1:
return prefix + name + "0" # used for 0 of specular map
# implicit else-if (no return yet)
if ref_level_bound == 3:
return prefix + name + "1" # used for 1 of specular map
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# -------- end safety string name material
def is_renderable(ob):
"""test for objects flagged as hidden or boolean operands not to render"""
return not ob.hide_render and ob not in csg_list
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def renderable_objects():
"""test for non hidden, non boolean operands objects to render"""
return [ob for ob in bpy.data.objects if is_renderable(ob)]
def no_renderable_objects():
"""Boolean operands only. Not to render"""
return list(csg_list)
user_dir = bpy.utils.resource_path('USER')
preview_dir = os.path.join(user_dir, "preview")
# Make sure Preview directory exists and is empty
smoke_path = os.path.join(preview_dir, "smoke.df3")
# below properties not added to __init__ yet to avoid conflicts with material sss scale
# unless it would override then should be interfaced also in scene units property tab
# 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")
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# def write_object_modifiers(ob, File):
# """Translate some object level POV statements from Blender UI
# to POV syntax and write to exported file """
# # Maybe return that string to be added instead of directly written.
# '''XXX WIP
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# import .object_mesh_topology.write_object_csg_inside_vector
# write_object_csg_inside_vector(ob, file)
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# '''
# if ob.pov.hollow:
# File.write("\thollow\n")
# if ob.pov.double_illuminate:
# File.write("\tdouble_illuminate\n")
# if ob.pov.sturm:
# File.write("\tsturm\n")
# if ob.pov.no_shadow:
# File.write("\tno_shadow\n")
# if ob.pov.no_image:
# File.write("\tno_image\n")
# if ob.pov.no_reflection:
# File.write("\tno_reflection\n")
# if ob.pov.no_radiosity:
# File.write("\tno_radiosity\n")
# if ob.pov.inverse:
# File.write("\tinverse\n")
# if ob.pov.hierarchy:
# File.write("\thierarchy\n")
# # XXX, Commented definitions
# '''
# 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)
# '''
"""Main export process from Blender UI to POV syntax and write to exported file """
import mathutils
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with open(filename, "w") as file:
# 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.preferences.addons[__package__].preferences.branch_feature_set_povray
using_uberpov = feature_set == 'uberpov'
pov_binary = PovrayRender._locate_binary()
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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")
else:
print("The name of the binary suggests you are probably rendering with standard POV engine")
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def set_tab(tabtype, spaces):
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if tabtype == 'NONE':
tab_str = ""
elif tabtype == 'TAB':
tab_str = "\t"
elif tabtype == 'SPACE':
tab_str = spaces * " "
return tab_str
tab = set_tab(scene.pov.indentation_character, scene.pov.indentation_spaces)
if not scene.pov.tempfiles_enable:
def tab_write(str_o):
"""Indent POV syntax from brackets levels and write to exported file """
global tab_level
brackets = str_o.count("{") - str_o.count("}") + str_o.count("[") - str_o.count("]")
if brackets < 0:
tab_level = tab_level + brackets
if tab_level < 0:
print("Indentation Warning: tab_level = %s" % tab_level)
tab_level = 0
if tab_level >= 1:
file.write("%s" % tab * tab_level)
file.write(str_o)
if brackets > 0:
tab_level = tab_level + brackets
else:
def tab_write(str_o):
"""write directly to exported file if user checked autonamed temp files (faster)."""
file.write(str_o)
def unique_name(name, name_seq):
"""Increment any generated POV name that could get identical to avoid collisions"""
if name not in name_seq:
name = string_strip_hyphen(name)
return name
name_orig = name
i = 1
while name in name_seq:
name = "%s_%.3d" % (name_orig, i)
i += 1
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def write_matrix(matrix):
"""Translate some transform matrix from Blender UI
to POV syntax and write to exported file """
tab_write(
"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],
)
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material_names_dictionary = {}
DEF_MAT_NAME = "" # or "Default"?
# -----------------------------------------------------------------------------
def export_meta(metas):
"""write all POV blob primitives and Blender Metas to exported file """
# TODO - blenders 'motherball' naming is not supported.
if comments and len(metas) >= 1:
file.write("//--Blob objects--\n\n")
# Get groups of metaballs by blender name prefix.
meta_group = {}
meta_elems = {}
for meta_ob in metas:
prefix = meta_ob.name.split(".")[0]
if prefix not in meta_group:
meta_group[prefix] = meta_ob # .data.threshold
elems = [
(elem, meta_ob)
for elem in meta_ob.data.elements
if elem.type in {'BALL', 'ELLIPSOID', 'CAPSULE', 'CUBE', 'PLANE'}
]
if prefix in meta_elems:
meta_elems[prefix].extend(elems)
else:
meta_elems[prefix] = elems
# empty metaball
if len(elems) == 0:
tab_write("\n//dummy sphere to represent empty meta location\n")
tab_write(
"sphere {<%.6g, %.6g, %.6g>,0 pigment{rgbt 1} "
"no_image no_reflection no_radiosity "
"photons{pass_through collect off} hollow}\n\n"
% (meta_ob.location.x, meta_ob.location.y, meta_ob.location.z)
) # meta_ob.name > povdataname)
# other metaballs
else:
for mg, mob in meta_group.items():
if len(meta_elems[mg]) != 0:
tab_write("blob{threshold %.4g // %s \n" % (mob.data.threshold, mg))
for elems in meta_elems[mg]:
elem = elems[0]
loc = elem.co
stiffness = elem.stiffness
if elem.use_negative:
stiffness = -stiffness
if elem.type == 'BALL':
tab_write(
"sphere { <%.6g, %.6g, %.6g>, %.4g, %.4g "
% (loc.x, loc.y, loc.z, elem.radius, stiffness)
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write_matrix(global_matrix @ elems[1].matrix_world)
tab_write("}\n")
elif elem.type == 'ELLIPSOID':
tab_write(
"sphere{ <%.6g, %.6g, %.6g>,%.4g,%.4g "
% (
loc.x / elem.size_x,
loc.y / elem.size_y,
loc.z / elem.size_z,
elem.radius,
stiffness,
)
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tab_write(
"scale <%.6g, %.6g, %.6g>"
% (elem.size_x, elem.size_y, elem.size_z)
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write_matrix(global_matrix @ elems[1].matrix_world)
tab_write("}\n")
elif elem.type == 'CAPSULE':
tab_write(
"cylinder{ <%.6g, %.6g, %.6g>,<%.6g, %.6g, %.6g>,%.4g,%.4g "
% (
(loc.x - elem.size_x),
loc.y,
loc.z,
(loc.x + elem.size_x),
loc.y,
loc.z,
elem.radius,
stiffness,
)
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# tab_write("scale <%.6g, %.6g, %.6g>" % (elem.size_x, elem.size_y, elem.size_z))
write_matrix(global_matrix @ elems[1].matrix_world)
tab_write("}\n")
elif elem.type == 'CUBE':
tab_write(
"cylinder { -x*8, +x*8,%.4g,%.4g translate<%.6g,%.6g,%.6g> scale <1/4,1,1> scale <%.6g, %.6g, %.6g>\n"
% (
elem.radius * 2.0,
stiffness / 4.0,
loc.x,
loc.y,
loc.z,
elem.size_x,
elem.size_y,
elem.size_z,
)
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write_matrix(global_matrix @ elems[1].matrix_world)
tab_write("}\n")
tab_write(
"cylinder { -y*8, +y*8,%.4g,%.4g translate<%.6g,%.6g,%.6g> scale <1,1/4,1> scale <%.6g, %.6g, %.6g>\n"
% (
elem.radius * 2.0,
stiffness / 4.0,
loc.x,
loc.y,
loc.z,
elem.size_x,
elem.size_y,
elem.size_z,
)
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write_matrix(global_matrix @ elems[1].matrix_world)
tab_write("}\n")
tab_write(
"cylinder { -z*8, +z*8,%.4g,%.4g translate<%.6g,%.6g,%.6g> scale <1,1,1/4> scale <%.6g, %.6g, %.6g>\n"
% (
elem.radius * 2.0,
stiffness / 4.0,
loc.x,
loc.y,
loc.z,
elem.size_x,
elem.size_y,
elem.size_z,
)
)
write_matrix(global_matrix @ elems[1].matrix_world)
tab_write("}\n")
elif elem.type == 'PLANE':
tab_write(
"cylinder { -x*8, +x*8,%.4g,%.4g translate<%.6g,%.6g,%.6g> scale <1/4,1,1> scale <%.6g, %.6g, %.6g>\n"
% (
elem.radius * 2.0,
stiffness / 4.0,
loc.x,
loc.y,
loc.z,
elem.size_x,
elem.size_y,
elem.size_z,
)
)
write_matrix(global_matrix @ elems[1].matrix_world)
tab_write("}\n")
tab_write(
"cylinder { -y*8, +y*8,%.4g,%.4g translate<%.6g,%.6g,%.6g> scale <1,1/4,1> scale <%.6g, %.6g, %.6g>\n"
% (
elem.radius * 2.0,
stiffness / 4.0,
loc.x,
loc.y,
loc.z,
elem.size_x,
elem.size_y,
elem.size_z,
)
)
write_matrix(global_matrix @ elems[1].matrix_world)
tab_write("}\n")
try:
one_material = elems[1].data.materials[
0
] # lame! - blender cant do enything else.
except BaseException as e:
print(e.__doc__)
print('An exception occurred: {}'.format(e))
one_material = None
if one_material:
diffuse_color = one_material.diffuse_color
trans = 1.0 - one_material.pov.alpha
if (
one_material.use_transparency
and one_material.transparency_method == 'RAYTRACE'
):
pov_filter = one_material.pov_raytrace_transparency.filter * (
1.0 - one_material.alpha
)
trans = (1.0 - one_material.pov.alpha) - pov_filter
else:
pov_filter = 0.0
material_finish = material_names_dictionary[one_material.name]
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"pigment {srgbft<%.3g, %.3g, %.3g, %.3g, %.3g>} \n"
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diffuse_color[0],
diffuse_color[1],
diffuse_color[2],
pov_filter,
trans,
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tab_write("finish{%s} " % safety(material_finish, ref_level_bound=2))
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else:
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material_finish = DEF_MAT_NAME
trans = 0.0
tab_write(
"pigment{srgbt<1,1,1,%.3g>} finish{%s} "
% (trans, safety(material_finish, ref_level_bound=2))
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write_object_material_interior(one_material, mob, tab_write)
# write_object_material_interior(one_material, elems[1])
tab_write("radiosity{importance %3g}\n" % mob.pov.importance_value)
tab_write("}\n\n") # End of Metaball block
'''
meta = ob.data
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# important because no elements will break parsing.
elements = [elem for elem in meta.elements if elem.type in {'BALL', 'ELLIPSOID'}]
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if elements:
tab_write("blob {\n")
tab_write("threshold %.4g\n" % meta.threshold)
importance = ob.pov.importance_value
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try:
material = meta.materials[0] # lame! - blender cant do enything else.
except:
material = None
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for elem in elements:
loc = elem.co
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stiffness = elem.stiffness
if elem.use_negative:
stiffness = - stiffness
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if elem.type == 'BALL':
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tab_write("sphere { <%.6g, %.6g, %.6g>, %.4g, %.4g }\n" %
(loc.x, loc.y, loc.z, elem.radius, stiffness))
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# After this wecould do something simple like...
# "pigment {Blue} }"
# except we'll write the color
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elif elem.type == 'ELLIPSOID':
# location is modified by scale
tab_write("sphere { <%.6g, %.6g, %.6g>, %.4g, %.4g }\n" %
(loc.x / elem.size_x,
loc.y / elem.size_y,
loc.z / elem.size_z,
elem.radius, stiffness))
tab_write("scale <%.6g, %.6g, %.6g> \n" %
(elem.size_x, elem.size_y, elem.size_z))
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if material:
diffuse_color = material.diffuse_color
trans = 1.0 - material.pov.alpha
if material.use_transparency and material.transparency_method == 'RAYTRACE':
pov_filter = material.pov_raytrace_transparency.filter * (1.0 - material.alpha)
trans = (1.0 - material.pov.alpha) - pov_filter
else:
pov_filter = 0.0
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material_finish = material_names_dictionary[material.name]
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tab_write("pigment {srgbft<%.3g, %.3g, %.3g, %.3g, %.3g>} \n" %
(diffuse_color[0], diffuse_color[1], diffuse_color[2],
pov_filter, trans))
tab_write("finish {%s}\n" % safety(material_finish, ref_level_bound=2))
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tab_write("pigment {srgb 1} \n")
# Write the finish last.
tab_write("finish {%s}\n" % (safety(DEF_MAT_NAME, ref_level_bound=2)))
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write_object_material_interior(material, elems[1])
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write_matrix(global_matrix @ ob.matrix_world)
# Importance for radiosity sampling added here
tab_write("radiosity { \n")
# importance > ob.pov.importance_value
tab_write("importance %3g \n" % importance)
tab_write("}\n")
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tab_write("}\n") # End of Metaball block
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if comments and len(metas) >= 1:
file.write("\n")
'''
def export_global_settings(scene):
"""write all POV global settings to exported file """
# Imperial units warning
if scene.unit_settings.system == "IMPERIAL":
print("Warning: Imperial units not supported")
tab_write("global_settings {\n")
tab_write("assumed_gamma 1.0\n")
tab_write("max_trace_level %d\n" % scene.pov.max_trace_level)
if scene.pov.global_settings_advanced:
if not scene.pov.radio_enable:
file.write(" adc_bailout %.6f\n" % scene.pov.adc_bailout)
file.write(" ambient_light <%.6f,%.6f,%.6f>\n" % scene.pov.ambient_light[:])
file.write(" irid_wavelength <%.6f,%.6f,%.6f>\n" % scene.pov.irid_wavelength[:])
file.write(" number_of_waves %s\n" % scene.pov.number_of_waves)
file.write(" noise_generator %s\n" % scene.pov.noise_generator)
if scene.pov.radio_enable:
tab_write("radiosity {\n")
tab_write("adc_bailout %.4g\n" % scene.pov.radio_adc_bailout)
tab_write("brightness %.4g\n" % scene.pov.radio_brightness)
tab_write("count %d\n" % scene.pov.radio_count)
tab_write("error_bound %.4g\n" % scene.pov.radio_error_bound)
tab_write("gray_threshold %.4g\n" % scene.pov.radio_gray_threshold)
tab_write("low_error_factor %.4g\n" % scene.pov.radio_low_error_factor)
tab_write("maximum_reuse %.4g\n" % scene.pov.radio_maximum_reuse)
tab_write("minimum_reuse %.4g\n" % scene.pov.radio_minimum_reuse)
tab_write("nearest_count %d\n" % scene.pov.radio_nearest_count)
tab_write("pretrace_start %.3g\n" % scene.pov.radio_pretrace_start)
tab_write("pretrace_end %.3g\n" % scene.pov.radio_pretrace_end)
tab_write("recursion_limit %d\n" % scene.pov.radio_recursion_limit)
tab_write("always_sample %d\n" % scene.pov.radio_always_sample)
tab_write("normal %d\n" % scene.pov.radio_normal)
tab_write("media %d\n" % scene.pov.radio_media)
tab_write("subsurface %d\n" % scene.pov.radio_subsurface)
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once_sss = 1
once_ambient = 1
once_photons = 1
for material in bpy.data.materials:
if material.pov_subsurface_scattering.use and once_sss:
# In pov, the scale has reversed influence compared to blender. these number
# should correct that
tab_write(
"mm_per_unit %.6f\n" % (material.pov_subsurface_scattering.scale * 1000.0)
)
# 1000 rather than scale * (-100.0) + 15.0))
# In POV-Ray, the scale factor for all subsurface shaders needs to be the same
# formerly sslt_samples were multiplied by 100 instead of 10
sslt_samples = (11 - material.pov_subsurface_scattering.error_threshold) * 10
tab_write("subsurface { samples %d, %d }\n" % (sslt_samples, sslt_samples / 10))
once_sss = 0
if world and once_ambient:
tab_write("ambient_light rgb<%.3g, %.3g, %.3g>\n" % world.pov.ambient_color[:])
once_ambient = 0
if scene.pov.photon_enable:
if once_photons and (
material.pov.refraction_type == "2" or material.pov.photons_reflection
):
tab_write("photons {\n")
tab_write("spacing %.6f\n" % scene.pov.photon_spacing)
tab_write("max_trace_level %d\n" % scene.pov.photon_max_trace_level)
tab_write("adc_bailout %.3g\n" % scene.pov.photon_adc_bailout)
tab_write(
"gather %d, %d\n"
% (scene.pov.photon_gather_min, scene.pov.photon_gather_max)
)
if scene.pov.photon_map_file_save_load in {'save'}:
ph_file_name = 'Photon_map_file.ph'
if scene.pov.photon_map_file != '':
ph_file_name = scene.pov.photon_map_file + '.ph'
ph_file_dir = tempfile.gettempdir()
path = bpy.path.abspath(scene.pov.photon_map_dir)
if os.path.exists(path):
ph_file_dir = path
full_file_name = os.path.join(ph_file_dir, ph_file_name)
tab_write('save_file "%s"\n' % full_file_name)
scene.pov.photon_map_file = full_file_name
if scene.pov.photon_map_file_save_load in {'load'}:
full_file_name = bpy.path.abspath(scene.pov.photon_map_file)
if os.path.exists(full_file_name):
tab_write('load_file "%s"\n' % full_file_name)
tab_write("}\n")
once_photons = 0
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# sel = renderable_objects() #removed for booleans
if comments:
file.write(
"//----------------------------------------------\n"
"//--Exported with POV-Ray exporter for Blender--\n"
"//----------------------------------------------\n\n"
)
file.write("#version 3.7;\n") # Switch below as soon as 3.8 beta gets easy linked
# file.write("#version 3.8;\n")
file.write(
"#declare Default_texture = texture{pigment {rgb 0.8} " "finish {brilliance 3.8} }\n\n"
)
if comments:
file.write("\n//--Global settings--\n\n")
export_global_settings(scene)
if comments:
file.write("\n//--Custom Code--\n\n")
scripting.export_custom_code(file)
if comments:
file.write("\n//--Patterns Definitions--\n\n")
local_pattern_names = []
for texture in bpy.data.textures: # ok?
if texture.users > 0:
current_pat_name = string_strip_hyphen(bpy.path.clean_name(texture.name))
# string_strip_hyphen(patternNames[texture.name]) #maybe instead of the above
local_pattern_names.append(current_pat_name)
# use above list to prevent writing texture instances several times and assign in mats?
if (
texture.type not in {'NONE', 'IMAGE'} and texture.pov.tex_pattern_type == 'emulator'
) or (texture.type in {'NONE', 'IMAGE'} and texture.pov.tex_pattern_type != 'emulator'):
file.write("\n#declare PAT_%s = \n" % current_pat_name)
file.write(shading.export_pattern(texture))
file.write("\n")
if comments:
file.write("\n//--Background--\n\n")
scenography.export_world(scene.world, scene, global_matrix, tab_write)
if comments:
file.write("\n//--Cameras--\n\n")
scenography.export_camera(scene, global_matrix, render, tab_write)
if comments:
file.write("\n//--Lamps--\n\n")
for ob in bpy.data.objects:
if ob.type == 'MESH':
for mod in ob.modifiers:
if mod.type == 'BOOLEAN' and mod.object not in csg_list:
csg_list.append(mod.object)
if csg_list:
csg = False
sel = no_renderable_objects()
# export non rendered boolean objects operands
object_mesh_topology.export_meshes(
preview_dir,
file,
scene,
sel,
csg,
string_strip_hyphen,
safety,
write_object_modifiers,
material_names_dictionary,
write_object_material_interior,
scenography.exported_lights_count,
unpacked_images,
image_format,
img_map,
img_map_transforms,
path_image,
smoke_path,
global_matrix,
write_matrix,
using_uberpov,
comments,
linebreaksinlists,
tab,
tab_level,
tab_write,
info_callback,
)
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csg = True
sel = renderable_objects()
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scenography.export_lights(
[L for L in sel if (L.type == 'LIGHT' and L.pov.object_as != 'RAINBOW')],
file,
scene,
global_matrix,
write_matrix,
tab_write,
)
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if comments:
file.write("\n//--Rainbows--\n\n")
scenography.export_rainbows(
[L for L in sel if (L.type == 'LIGHT' and L.pov.object_as == 'RAINBOW')],
file,
scene,
global_matrix,
write_matrix,
tab_write,
)
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if comments:
file.write("\n//--Special Curves--\n\n")
for c in sel:
if c.is_modified(scene, 'RENDER'):
continue # don't export as pov curves objects with modifiers, but as mesh
# Implicit else-if (as not skipped by previous "continue")
if c.type == 'CURVE' and (c.pov.curveshape in {'lathe', 'sphere_sweep', 'loft', 'birail'}):
object_curve_topology.export_curves(file, c, string_strip_hyphen, tab_write)
if comments:
file.write("\n//--Material Definitions--\n\n")
# write a default pigment for objects with no material (comment out to show black)
file.write("#default{ pigment{ color srgb 0.8 }}\n")
# Convert all materials to strings we can access directly per vertex.
# exportMaterials()
shading.write_material(
using_uberpov,
DEF_MAT_NAME,
tab_write,
safety,
comments,
unique_name,
material_names_dictionary,
None,
) # default material
for material in bpy.data.materials:
if material.users > 0:
r, g, b, a = material.diffuse_color[:]
pigment_color = "pigment {rgbt <%.4g,%.4g,%.4g,%.4g>}" % (r, g, b, 1 - a)
if material.pov.material_use_nodes:
# Also make here other pigment_color fallback using BSDF node main color ?
ntree = material.node_tree
pov_mat_name = string_strip_hyphen(bpy.path.clean_name(material.name))
if len(ntree.nodes) == 0:
file.write('#declare %s = texture {%s}\n' % (pov_mat_name, pigment_color))
else:
shading.write_nodes(pov_mat_name, ntree, file)
for node in ntree.nodes:
if node:
if node.bl_idname == "PovrayOutputNode":
if node.inputs["Texture"].is_linked:
for link in ntree.links:
if link.to_node.bl_idname == "PovrayOutputNode":
pov_mat_name = (
string_strip_hyphen(
bpy.path.clean_name(link.from_node.name)
)
+ "_%s" % pov_mat_name
)
else:
file.write(
'#declare %s = texture {%s}\n' % (pov_mat_name, pigment_color)
)
else:
shading.write_material(
using_uberpov,
DEF_MAT_NAME,
tab_write,
safety,
comments,
unique_name,
material_names_dictionary,
material,
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# attributes are all the variables needed by the other python file...
if comments:
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export_meta([m for m in sel if m.type == 'META'])
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if comments:
file.write("//--Mesh objects--\n")
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# tbefore = time.time()
object_mesh_topology.export_meshes(
preview_dir,
file,
scene,
sel,
csg,
string_strip_hyphen,
safety,
write_object_modifiers,
material_names_dictionary,
scenography.exported_lights_count,
unpacked_images,
image_format,
img_map,
img_map_transforms,
path_image,
smoke_path,
global_matrix,
write_matrix,
using_uberpov,
comments,
linebreaksinlists,
tab,
tab_level,
tab_write,
info_callback,
)
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# totime = time.time() - tbefore
# print("export_meshes took" + str(totime))
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# What follow used to happen here:
# export_camera()
# scenography.export_world(scene.world, scene, global_matrix, tab_write)
# export_global_settings(scene)
# MR:..and the order was important for implementing 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.
if not file.closed:
file.close()
def write_pov_ini(filename_ini, filename_log, filename_pov, filename_image):
feature_set = bpy.context.preferences.addons[__package__].preferences.branch_feature_set_povray
using_uberpov = feature_set == 'uberpov'
# scene = bpy.data.scenes[0]
scene = bpy.context.scene
x = int(render.resolution_x * render.resolution_percentage * 0.01)
y = int(render.resolution_y * render.resolution_percentage * 0.01)
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with open(filename_ini, "w") as file:
file.write("Version=3.7\n")
# write povray text stream to temporary file of same name with _log suffix
# file.write("All_File='%s'\n" % filename_log)
# DEBUG.OUT log if none specified:
file.write("All_File=1\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" % (1.0 - render.border_max_y))
file.write("End_Row=%4g\n" % (1.0 - render.border_min_y))
file.write("Bounding_Method=2\n") # The new automatic BSP is faster in most scenes
# Activated (turn this back off when better live exchange is done between the two programs
# (see next comment)
file.write("Display=1\n")
file.write("Pause_When_Done=0\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=N\n")
# file.write("Output_File_Type=T\n") # TGA, best progressive loading
file.write("Output_Alpha=1\n")
if scene.pov.antialias_enable:
# method 2 (recursive) with higher max subdiv forced because no mipmapping in POV-Ray
# needs higher sampling.
# aa_mapping = {"5": 2, "8": 3, "11": 4, "16": 5}
if using_uberpov:
method = {"0": 1, "1": 2, "2": 3}
else:
method = {"0": 1, "1": 2, "2": 2}
file.write("Antialias=on\n")
file.write("Antialias_Depth=%d\n" % scene.pov.antialias_depth)
file.write("Antialias_Threshold=%.3g\n" % scene.pov.antialias_threshold)
if using_uberpov and scene.pov.antialias_method == '2':
file.write("Sampling_Method=%s\n" % method[scene.pov.antialias_method])
file.write("Antialias_Confidence=%.3g\n" % scene.pov.antialias_confidence)
else:
file.write("Sampling_Method=%s\n" % method[scene.pov.antialias_method])
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)
else:
file.write("Jitter=off\n") # prevent animation flicker
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else:
file.write("Antialias=off\n")
if not file.closed:
file.close()
bl_label = "Persitence Of Vision"
bl_use_shading_nodes_custom = False
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@staticmethod
def _locate_binary():
addon_prefs = bpy.context.preferences.addons[__package__].preferences
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# Use the system preference if its set.
pov_binary = addon_prefs.filepath_povray
if pov_binary:
if os.path.exists(pov_binary):
return pov_binary
# Implicit else, as here return was still not triggered:
print("User Preferences path to povray %r NOT FOUND, checking $PATH" % pov_binary)
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# Windows Only
# assume if there is a 64bit binary that the user has a 64bit capable OS
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import winreg
win_reg_key = winreg.OpenKey(
winreg.HKEY_CURRENT_USER, "Software\\POV-Ray\\v3.7\\Windows"
)
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win_home = winreg.QueryValueEx(win_reg_key, "Home")[0]
# First try 64bits UberPOV
pov_binary = os.path.join(win_home, "bin", "uberpov64.exe")
if os.path.exists(pov_binary):
return pov_binary
# Then try 64bits POV
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pov_binary = os.path.join(win_home, "bin", "pvengine64.exe")
if os.path.exists(pov_binary):
return pov_binary
# search the path all os's
pov_binary_default = "povray"
os_path_ls = os.getenv("PATH").split(':') + [""]
for dir_name in os_path_ls:
pov_binary = os.path.join(dir_name, pov_binary_default)
if os.path.exists(pov_binary):
return pov_binary
return ""
def _export(self, depsgraph, pov_path, image_render_path):
"""gather all necessary output files paths user defined and auto generated and export there"""
scene = bpy.context.scene
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if scene.pov.tempfiles_enable:
self._temp_file_in = tempfile.NamedTemporaryFile(suffix=".pov", delete=False).name
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# 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=".png", delete=False).name
# self._temp_file_out = tempfile.NamedTemporaryFile(suffix=".tga", delete=False).name
self._temp_file_ini = tempfile.NamedTemporaryFile(suffix=".ini", delete=False).name
self._temp_file_log = os.path.join(tempfile.gettempdir(), "alltext.out")
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# 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 = image_render_path + ".png"
# self._temp_file_out = image_render_path + ".tga"
self._temp_file_ini = pov_path + ".ini"
log_path = bpy.path.abspath(scene.pov.scene_path).replace('\\', '/')
self._temp_file_log = os.path.join(log_path, "alltext.out")
'''
self._temp_file_in = "/test.pov"
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# 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 = "/test.png"
#self._temp_file_out = "/test.tga"
self._temp_file_ini = "/test.ini"
'''
if scene.pov.text_block == "":
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def info_callback(txt):
self.update_stats("", "POV-Ray 3.7: " + txt)
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# os.makedirs(user_dir, exist_ok=True) # handled with previews
os.makedirs(preview_dir, exist_ok=True)
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write_pov(self._temp_file_in, scene, info_callback)
else:
pass
def _render(self, depsgraph):
"""Export necessary files and render image."""
os.remove(self._temp_file_out) # so as not to load the old file
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pov_binary = PovrayRender._locate_binary()
if not pov_binary:
print("POV-Ray 3.7: could not execute povray, possibly POV-Ray isn't installed")
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return False
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self._temp_file_ini, self._temp_file_log, self._temp_file_in, self._temp_file_out
print("***-STARTING-***")
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extra_args = []
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if scene.pov.command_line_switches != "":
for new_arg in scene.pov.command_line_switches.split(" "):
extra_args.append(new_arg)
self._is_windows = False
self._is_windows = True
if "/EXIT" not in extra_args and not scene.pov.pov_editor:
extra_args.append("/EXIT")
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else:
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# added -d option to prevent render window popup which leads to segfault on linux
extra_args.append("-d")
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# Start Rendering!
try:
self._process = subprocess.Popen(
[pov_binary, self._temp_file_ini] + extra_args,
stdout=subprocess.PIPE,
stderr=subprocess.STDOUT,
)
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except OSError:
# TODO, report api
print("POV-Ray 3.7: could not execute '%s'" % pov_binary)
import traceback
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traceback.print_exc()
print("***-DONE-***")
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return False
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else:
print("Engine ready!...")
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print("Command line arguments passed: " + str(extra_args))
return True
# Now that we have a valid process
for f in (self._temp_file_in, self._temp_file_ini, self._temp_file_out):
for i in range(5):
try:
os.unlink(f)
break
except OSError:
# Wait a bit before retrying file might be still in use by Blender,
# and Windows does not know how to delete a file in use!
time.sleep(self.DELAY)
for i in unpacked_images:
try:
os.unlink(i)
break
except OSError:
# Wait a bit before retrying file might be still in use by Blender,
# and Windows does not know how to delete a file in use!
time.sleep(self.DELAY)
def render(self, depsgraph):
"""Export necessary files from text editor and render image."""
scene = bpy.context.scene
x = int(r.resolution_x * r.resolution_percentage * 0.01)
y = int(r.resolution_y * r.resolution_percentage * 0.01)
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print("***INITIALIZING***")
# This makes some tests on the render, returning True if all goes good, and False if
# it was finished one way or the other.
# It also pauses the script (time.sleep())
def _test_wait():
time.sleep(self.DELAY)
# User interrupts the rendering
print("***POV INTERRUPTED***")
return False
try:
poll_result = self._process.poll()
except AttributeError:
print("***CHECK POV PATH IN PREFERENCES***")
return False
# POV process is finisehd, one way or the other
if poll_result < 0:
print("***POV PROCESS FAILED : %s ***" % poll_result)
self.update_stats("", "POV-Ray 3.7: Failed")
return False
return True
if bpy.context.scene.pov.text_block != "":
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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
# self._temp_file_out = tempfile.NamedTemporaryFile(suffix=".tga", delete=False).name
self._temp_file_ini = tempfile.NamedTemporaryFile(suffix=".ini", delete=False).name
self._temp_file_log = os.path.join(tempfile.gettempdir(), "alltext.out")
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else:
pov_path = scene.pov.text_block
image_render_path = os.path.splitext(pov_path)[0]
self._temp_file_out = os.path.join(preview_dir, image_render_path)
self._temp_file_in = os.path.join(preview_dir, pov_path)
self._temp_file_ini = os.path.join(
preview_dir, (os.path.splitext(self._temp_file_in)[0] + ".INI")
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self._temp_file_log = os.path.join(preview_dir, "alltext.out")
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'''
try:
os.remove(self._temp_file_in) # so as not to load the old file
except OSError:
pass
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print(scene.pov.text_block)
text = bpy.data.texts[scene.pov.text_block]
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with open(self._temp_file_in, "w") as file:
# Why are the newlines needed?
file.write("\n")
file.write(text.as_string())
file.write("\n")
if not file.closed:
file.close()
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# has to be called to update the frame on exporting animations
scene.frame_set(scene.frame_current)
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pov_binary = PovrayRender._locate_binary()
if not pov_binary:
print("POV-Ray 3.7: could not execute povray, possibly POV-Ray isn't installed")
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return False
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# start ini UI options export
self.update_stats("", "POV-Ray 3.7: Exporting ini options from Blender")
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write_pov_ini(
self._temp_file_ini,
self._temp_file_log,
self._temp_file_in,
self._temp_file_out,
)
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print("***-STARTING-***")
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extra_args = []
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if scene.pov.command_line_switches != "":
for new_arg in scene.pov.command_line_switches.split(" "):
extra_args.append(new_arg)
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if "/EXIT" not in extra_args and not scene.pov.pov_editor:
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extra_args.append("/EXIT")
else:
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# added -d option to prevent render window popup which leads to segfault on linux
extra_args.append("-d")
# Start Rendering!
try:
if scene.pov.sdl_window_enable and not platform.startswith(
'win'
): # segfault on linux == False !!!
env = {'POV_DISPLAY_SCALED': 'off'}
env.update(os.environ)
self._process = subprocess.Popen(
[pov_binary, self._temp_file_ini],
stdout=subprocess.PIPE,
stderr=subprocess.STDOUT,
env=env,
)
self._process = subprocess.Popen(
[pov_binary, self._temp_file_ini] + extra_args,
stdout=subprocess.PIPE,
stderr=subprocess.STDOUT,
)
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except OSError:
# TODO, report api
print("POV-Ray 3.7: could not execute '%s'" % pov_binary)
import traceback
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traceback.print_exc()
print("***-DONE-***")
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return False
else:
print("Engine ready!...")
print("Command line arguments passed: " + str(extra_args))
self.update_stats("", "POV-Ray 3.7: Parsing File")
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# Indented in main function now so repeated here but still not working
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# to bring back render result to its buffer
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if os.path.exists(self._temp_file_out):
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)
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lay = result.layers[0]
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time.sleep(self.DELAY)
try:
lay.load_from_file(self._temp_file_out)
except RuntimeError:
print("***POV ERROR WHILE READING OUTPUT FILE***")
self.end_result(result)
# print(self._temp_file_log) #bring the pov log to blender console with proper path?
with open(
self._temp_file_log
) as f: # The with keyword automatically closes the file when you are done
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self.update_stats("", "")
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if scene.pov.tempfiles_enable or scene.pov.deletefiles_enable:
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else:
# WIP output format
# if r.image_settings.file_format == 'OPENEXR':
# fformat = 'EXR'
# render.image_settings.color_mode = 'RGBA'
# else:
# fformat = 'TGA'
# r.image_settings.file_format = 'TARGA'
# r.image_settings.color_mode = 'RGBA'
blend_scene_name = bpy.data.filepath.split(os.path.sep)[-1].split(".")[0]
pov_scene_name = ""
pov_path = ""
image_render_path = ""
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# has to be called to update the frame on exporting animations
scene.frame_set(scene.frame_current)
if not scene.pov.tempfiles_enable:
# check paths
pov_path = bpy.path.abspath(scene.pov.scene_path).replace('\\', '/')
if pov_path == "":
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if bpy.data.is_saved:
else:
pov_path = tempfile.gettempdir()
elif pov_path.endswith("/"):
if pov_path == "/":
pov_path = bpy.path.abspath("//")
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else:
pov_path = bpy.path.abspath(scene.pov.scene_path)
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try:
os.makedirs(pov_path)
except BaseException as e:
print(e.__doc__)
print('An exception occurred: {}'.format(e))
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import traceback
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traceback.print_exc()
print("POV-Ray 3.7: Cannot create scenes directory: %r" % pov_path)
"", "POV-Ray 3.7: Cannot create scenes directory %r" % pov_path
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time.sleep(2.0)
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'''
# Bug in POV-Ray RC3
image_render_path = bpy.path.abspath(scene.pov.renderimage_path).replace('\\','/')
if image_render_path == "":
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if bpy.data.is_saved:
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else:
image_render_path = tempfile.gettempdir()
#print("Path: " + image_render_path)
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elif path.endswith("/"):
if image_render_path == "/":
image_render_path = bpy.path.abspath("//")
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else:
image_render_path = bpy.path.abspath(scene.pov.)
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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 blend_scene_name != "":
pov_scene_name = blend_scene_name
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else:
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else:
pov_scene_name = scene.pov.scene_name
if os.path.isfile(pov_scene_name):
pov_scene_name = os.path.basename(pov_scene_name)
pov_scene_name = pov_scene_name.split('/')[-1].split('\\')[-1]
if not pov_scene_name:
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print("POV-Ray 3.7: Invalid scene name")
self.update_stats("", "POV-Ray 3.7: Invalid scene name")
time.sleep(2.0)
pov_scene_name = os.path.splitext(pov_scene_name)[0]
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print("Scene name: " + pov_scene_name)
print("Export path: " + pov_path)
pov_path = os.path.join(pov_path, pov_scene_name)
pov_path = os.path.realpath(pov_path)
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image_render_path = pov_path
# print("Render Image path: " + image_render_path)
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# start export
self.update_stats("", "POV-Ray 3.7: Exporting data from Blender")
self._export(depsgraph, pov_path, image_render_path)
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self.update_stats("", "POV-Ray 3.7: Parsing File")
if not self._render(depsgraph):
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self.update_stats("", "POV-Ray 3.7: Not found")
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# compute resolution
# x = int(r.resolution_x * r.resolution_percentage * 0.01)
# y = int(r.resolution_y * r.resolution_percentage * 0.01)
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# Wait for the file to be created
# XXX This is no more valid, as 3.7 always creates output file once render is finished!
parsing = re.compile(br"= \[Parsing\.\.\.\] =")
rendering = re.compile(br"= \[Rendering\.\.\.\] =")
percent = re.compile(r"\(([0-9]{1,3})%\)")
# print("***POV WAITING FOR FILE***")
data = b""
last_line = ""
while _test_wait():
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# POV in Windows did not output its stdout/stderr, it displayed them in its GUI
# But now writes file
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if self._is_windows:
self.update_stats("", "POV-Ray 3.7: Rendering File")
else:
t_data = self._process.stdout.read(10000)
if not t_data:
continue
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data += t_data
# XXX This is working for UNIX, not sure whether it might need adjustments for
# other OSs
# First replace is for windows
t_data = str(t_data).replace('\\r\\n', '\\n').replace('\\r', '\r')
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lines = t_data.split('\\n')
last_line += lines[0]
lines[0] = last_line
print('\n'.join(lines), end="")
last_line = lines[-1]
if rendering.search(data):
_pov_rendering = True
match = percent.findall(str(data))
if match:
self.update_stats("", "POV-Ray 3.7: Rendering File (%s%%)" % match[-1])
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else:
self.update_stats("", "POV-Ray 3.7: Rendering File")
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elif parsing.search(data):
self.update_stats("", "POV-Ray 3.7: Parsing File")
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if os.path.exists(self._temp_file_out):
# print("***POV FILE OK***")
# self.update_stats("", "POV-Ray 3.7: Rendering")
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# prev_size = -1
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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)
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# print("***POV UPDATING IMAGE***")
result = self.begin_result(0, 0, x, y)
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# XXX, tests for border render.
# result = self.begin_result(xmin, ymin, xmax - xmin, ymax - ymin)
# result = self.begin_result(0, 0, xmax - xmin, ymax - ymin)
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lay = result.layers[0]
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# This assumes the file has been fully written We wait a bit, just in case!
time.sleep(self.DELAY)
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try:
lay.load_from_file(self._temp_file_out)
# XXX, tests for border render.
# lay.load_from_file(self._temp_file_out, xmin, ymin)
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except RuntimeError:
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print("***POV ERROR WHILE READING OUTPUT FILE***")
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# Not needed right now, might only be useful if we find a way to use temp raw output of
# pov 3.7 (in which case it might go under _test_wait()).
'''
def update_image():
# possible the image wont load early on.
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try:
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lay.load_from_file(self._temp_file_out)
# XXX, tests for border render.
#lay.load_from_file(self._temp_file_out, xmin, ymin)
#lay.load_from_file(self._temp_file_out, xmin, ymin)
except RuntimeError:
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pass
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# Update while POV-Ray renders
while True:
# print("***POV RENDER LOOP***")
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# test if POV-Ray exists
if self._process.poll() is not None:
print("***POV PROCESS FINISHED***")
update_image()
break
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# user exit
if self.test_break():
try:
self._process.terminate()
print("***POV PROCESS INTERRUPTED***")
except OSError:
pass
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break
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# Would be nice to redirect the output
# stdout_value, stderr_value = self._process.communicate() # locks
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# check if the file updated
new_size = os.path.getsize(self._temp_file_out)
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if new_size != prev_size:
update_image()
prev_size = new_size
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time.sleep(self.DELAY)
'''
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self.end_result(result)
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else:
print("***POV FILE NOT FOUND***")
print("***POV FILE FINISHED***")
# print(filename_log) #bring the pov log to blender console with proper path?
with open(
) as f: # The with keyword automatically closes the file when you are done
# if isinstance(msg, str):
# stdmsg = msg
# decoded = False
# else:
# if type(msg) == bytes:
# stdmsg = msg.split('\n')
# stdmsg = msg.encode('utf-8', "replace")
# stdmsg = msg.encode("utf-8", "replace")
# stdmsg = msg.decode(encoding)
# decoded = True
# msg.encode('utf-8').decode('utf-8')
msg.replace("\t", " ")
print(msg)
# Also print to the interactive console used in POV centric workspace
# To do: get a grip on new line encoding
# and make this a function to be used elsewhere
for win in bpy.context.window_manager.windows:
scr = win.screen
for area in scr.areas:
if area.type == 'CONSOLE':
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# context override
ctx = {
'area': area,
'screen': scr,
'window': win
}
# bpy.ops.console.banner(ctx, text = "Hello world")
bpy.ops.console.clear_line(ctx)
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for i in msg.split('\n'):
bpy.ops.console.scrollback_append(
ctx,
text=i,
type='INFO'
)
# bpy.ops.console.insert(ctx, text=(i + "\n"))
except BaseException as e:
print(e.__doc__)
print('An exception occurred: {}'.format(e))
pass
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self.update_stats("", "")
if scene.pov.tempfiles_enable or scene.pov.deletefiles_enable:
self._cleanup()
sound_on = bpy.context.preferences.addons[__package__].preferences.use_sounds
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finished_render_message = "\'Et Voilà!\'"
# Could not find tts Windows command so playing beeps instead :-)
# "Korobeiniki"(Коробе́йники)
# aka "A-Type" Tetris theme
import winsound
winsound.Beep(494, 250) # B
winsound.Beep(370, 125) # F
winsound.Beep(392, 125) # G
winsound.Beep(440, 250) # A
winsound.Beep(392, 125) # G
winsound.Beep(370, 125) # F#
winsound.Beep(330, 275) # E
winsound.Beep(330, 125) # E
winsound.Beep(392, 125) # G
winsound.Beep(494, 275) # B
winsound.Beep(440, 125) # A
winsound.Beep(392, 125) # G
winsound.Beep(370, 275) # F
winsound.Beep(370, 125) # F
winsound.Beep(392, 125) # G
winsound.Beep(440, 250) # A
winsound.Beep(494, 250) # B
winsound.Beep(392, 250) # G
winsound.Beep(330, 350) # E
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winsound.Beep(440, 250) # A
winsound.Beep(440, 150) # A
winsound.Beep(523, 125) # D8
winsound.Beep(659, 250) # E8
winsound.Beep(587, 125) # D8
winsound.Beep(523, 125) # C8
winsound.Beep(494, 250) # B
winsound.Beep(494, 125) # B
winsound.Beep(392, 125) # G
winsound.Beep(494, 250) # B
winsound.Beep(440, 150) # A
winsound.Beep(392, 125) # G
winsound.Beep(370, 250) # F#
winsound.Beep(370, 125) # F#
winsound.Beep(392, 125) # G
winsound.Beep(440, 250) # A
winsound.Beep(494, 250) # B
winsound.Beep(392, 250) # G
winsound.Beep(330, 300) # E
# Mac supports natively say command
elif platform == "darwin":
# We don't want the say command to block Python,
# so we add an ampersand after the message
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# but if the os TTS package isn't up to date it
# still does thus, the try except clause
try:
os.system("say %s &" % finished_render_message)
except BaseException as e:
print(e.__doc__)
print("your Mac may need an update, try to restart computer")
pass
# While Linux frequently has espeak installed or at least can suggest
# Maybe windows could as well ?
elif platform == "linux":
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# We don't want the espeak command to block Python,
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# but if the espeak TTS package isn't installed it
# still does thus, the try except clause
try:
os.system("echo %s | espeak &" % finished_render_message)
except BaseException as e:
print(e.__doc__)
pass
# --------------------------------------------------------------------------------- #
# ----------------------------------- Operators ----------------------------------- #
# --------------------------------------------------------------------------------- #
class RenderPovTexturePreview(Operator):
"""Export only files necessary to texture preview and render image"""
bl_idname = "tex.preview_update"
bl_label = "Update preview"
def execute(self, context):
tex = bpy.context.object.active_material.active_texture # context.texture
tex_prev_name = string_strip_hyphen(bpy.path.clean_name(tex.name)) + "_prev"
# Make sure Preview directory exists and is empty
if not os.path.isdir(preview_dir):
os.mkdir(preview_dir)
ini_prev_file = os.path.join(preview_dir, "Preview.ini")
input_prev_file = os.path.join(preview_dir, "Preview.pov")
output_prev_file = os.path.join(preview_dir, tex_prev_name)
# ---------------------------------- ini ---------------------------------- #
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with open(ini_prev_file, "w") as file_ini:
file_ini.write('Version=3.8\n')
file_ini.write('Input_File_Name="%s"\n' % input_prev_file)
file_ini.write('Output_File_Name="%s.png"\n' % output_prev_file)
file_ini.write('Library_Path="%s"\n' % preview_dir)
file_ini.write('Width=256\n')
file_ini.write('Height=256\n')
file_ini.write('Pause_When_Done=0\n')
file_ini.write('Output_File_Type=N\n')
file_ini.write('Output_Alpha=1\n')
file_ini.write('Antialias=on\n')
file_ini.write('Sampling_Method=2\n')
file_ini.write('Antialias_Depth=3\n')
file_ini.write('-d\n')
if not file_ini.closed:
file_ini.close()
# ---------------------------------- pov ---------------------------------- #
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with open(input_prev_file, "w") as file_pov:
pat_name = "PAT_" + string_strip_hyphen(bpy.path.clean_name(tex.name))
file_pov.write("#declare %s = \n" % pat_name)
file_pov.write(shading.export_pattern(tex))
file_pov.write("#declare Plane =\n")
file_pov.write("mesh {\n")
file_pov.write(
" triangle {<-2.021,-1.744,2.021>,<-2.021,-1.744,-2.021>,<2.021,-1.744,2.021>}\n"
)
file_pov.write(
" triangle {<-2.021,-1.744,-2.021>,<2.021,-1.744,-2.021>,<2.021,-1.744,2.021>}\n"
)
file_pov.write(" texture{%s}\n" % pat_name)
file_pov.write("}\n")
file_pov.write("object {Plane}\n")
file_pov.write("light_source {\n")
file_pov.write(" <0,4.38,-1.92e-07>\n")
file_pov.write(" color rgb<4, 4, 4>\n")
file_pov.write(" parallel\n")
file_pov.write(" point_at <0, 0, -1>\n")
file_pov.write("}\n")
file_pov.write("camera {\n")
file_pov.write(" location <0, 0, 0>\n")
file_pov.write(" look_at <0, 0, -1>\n")
file_pov.write(" right <-1.0, 0, 0>\n")
file_pov.write(" up <0, 1, 0>\n")
file_pov.write(" angle 96.805211\n")
file_pov.write(" rotate <-90.000003, -0.000000, 0.000000>\n")
file_pov.write(" translate <0.000000, 0.000000, 0.000000>\n")
file_pov.write("}\n")
if not file_pov.closed:
file_pov.close()
# ------------------------------- end write ------------------------------- #
pov_binary = PovrayRender._locate_binary()
p1 = subprocess.Popen(
["%s" % pov_binary, "/EXIT", "%s" % ini_prev_file],
stdout=subprocess.PIPE,
stderr=subprocess.STDOUT,
)
p1 = subprocess.Popen(
["%s" % pov_binary, "-d", "%s" % ini_prev_file],
stdout=subprocess.PIPE,
stderr=subprocess.STDOUT,
)
p1.wait()
tex.use_nodes = True
tree = tex.node_tree
links = tree.links
for n in tree.nodes:
tree.nodes.remove(n)
path_prev = "%s.png" % output_prev_file
im.image = bpy.data.images.load(path_prev)
name = path_prev
name = name.split("/")
name = name[len(name) - 1]
im.location = 200, 200
previewer = tree.nodes.new('TextureNodeOutput')
previewer.label = "Preview"
previewer.location = 400, 400
links.new(im.outputs[0], previewer.inputs[0])
# tex.type="IMAGE" # makes clip extend possible
# tex.extension="CLIP"
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class RunPovTextRender(Operator):
"""Export files depending on text editor options and render image."""
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bl_idname = "text.run"
bl_label = "Run"
bl_context = "text"
bl_description = "Run a render with this text only"
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def execute(self, context):
scene = context.scene
scene.pov.text_block = context.space_data.text.name
bpy.ops.render.render()
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# empty text name property again
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scene.pov.text_block = ""
return {'FINISHED'}
classes = (
PovrayRender,
RenderPovTexturePreview,
RunPovTextRender,
)
def register():
for cls in classes:
register_class(cls)
for cls in reversed(classes):