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# SPDX-License-Identifier: GPL-2.0-or-later
"""Translate complex shaders to exported POV textures."""
def write_object_material_interior(material, ob, tab_write):
"""Translate some object level material from Blender UI (VS data level)
to POV interior{} syntax and write it to exported file.
This is called in object_mesh_topology.export_meshes
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"""
# DH - modified some variables to be function local, avoiding RNA write
# this should be checked to see if it is functionally correct
# Commented out: always write IOR to be able to use it for SSS, Fresnel reflections...
# if material and material.transparency_method == 'RAYTRACE':
if material:
# But there can be only one!
if material.pov_subsurface_scattering.use: # SSS IOR get highest priority
tab_write("interior {\n")
tab_write("ior %.6f\n" % material.pov_subsurface_scattering.ior)
# Then the raytrace IOR taken from raytrace transparency properties and used for
# reflections if IOR Mirror option is checked.
elif material.pov.mirror_use_IOR:
tab_write("interior {\n")
tab_write("ior %.6f\n" % material.pov_raytrace_transparency.ior)
elif material.pov.transparency_method == 'Z_TRANSPARENCY':
tab_write("interior {\n")
tab_write("ior 1.0\n")
else:
tab_write("interior {\n")
tab_write("ior %.6f\n" % material.pov_raytrace_transparency.ior)
pov_fake_caustics = False
pov_photons_refraction = False
pov_photons_reflection = False
if material.pov.photons_reflection:
pov_photons_reflection = True
if not material.pov.refraction_caustics:
pov_fake_caustics = False
pov_photons_refraction = False
elif material.pov.refraction_type == "1":
pov_fake_caustics = True
pov_photons_refraction = False
elif material.pov.refraction_type == "2":
pov_fake_caustics = False
pov_photons_refraction = True
# If only Raytrace transparency is set, its IOR will be used for refraction, but user
# can set up 'un-physical' fresnel reflections in raytrace mirror parameters.
# Last, if none of the above is specified, user can set up 'un-physical' fresnel
# reflections in raytrace mirror parameters. And pov IOR defaults to 1.
if material.pov.caustics_enable:
if pov_fake_caustics:
tab_write("caustics %.3g\n" % material.pov.fake_caustics_power)
if pov_photons_refraction:
# Default of 1 means no dispersion
tab_write("dispersion %.6f\n" % material.pov.photons_dispersion)
tab_write("dispersion_samples %.d\n" % material.pov.photons_dispersion_samples)
# TODO
# Other interior args
if material.pov.use_transparency and material.pov.transparency_method == 'RAYTRACE':
# fade_distance
# In Blender this value has always been reversed compared to what tooltip says.
# 100.001 rather than 100 so that it does not get to 0
# which deactivates the feature in POV
tab_write(
"fade_distance %.3g\n" % (100.001 - material.pov_raytrace_transparency.depth_max)
)
# fade_power
tab_write("fade_power %.3g\n" % material.pov_raytrace_transparency.falloff)
# fade_color
tab_write("fade_color <%.3g, %.3g, %.3g>\n" % material.pov.interior_fade_color[:])
# (variable) dispersion_samples (constant count for now)
tab_write("}\n")
if material.pov.photons_reflection or material.pov.refraction_type == "2":
tab_write("photons{")
tab_write("target %.3g\n" % ob.pov.spacing_multiplier)
if not ob.pov.collect_photons:
tab_write("collect off\n")
if pov_photons_refraction:
tab_write("refraction on\n")
if pov_photons_reflection:
tab_write("reflection on\n")
tab_write("}\n")
def write_material(
using_uberpov,
DEF_MAT_NAME,
tab_write,
safety,
comments,
unique_name,
material_names_dictionary,
material
"""Translate Blender material to POV texture{} block and write in exported file."""
# Assumes only called once on each material
if material:
name_orig = material.name
name = material_names_dictionary[name_orig] = unique_name(
bpy.path.clean_name(name_orig), material_names_dictionary
# If saturation(.s) is not zero, then color is not grey, and has a tint
colored_specular_found = (material.pov.specular_color.s > 0.0) and (
material.pov.diffuse_shader != "MINNAERT"
)
else:
name = name_orig = DEF_MAT_NAME
##################
# Several versions of the finish: ref_level_bound conditions are variations for specular/Mirror
# texture channel map with alternative finish of 0 specular and no mirror reflection.
# ref_level_bound=1 Means No specular nor Mirror reflection
# ref_level_bound=2 Means translation of spec and mir levels for when no map influences them
# ref_level_bound=3 Means Maximum Spec and Mirror
"""Translate Blender specular map influence to POV finish map trick and write to file."""
if comments:
tab_write("//--No specular nor Mirror reflection--\n")
tab_write("\n")
tab_write("#declare %s = finish {\n" % safety(name, ref_level_bound=1))
if comments:
tab_write(
"//--translation of spec and mir levels for when no map " "influences them--\n"
)
tab_write("\n")
tab_write("#declare %s = finish {\n" % safety(name, ref_level_bound=2))
if comments:
tab_write("\n")
tab_write("#declare %s = finish {\n" % safety(name, ref_level_bound=3))
if material:
# POV-Ray 3.7 now uses two diffuse values respectively for front and back shading
# (the back diffuse is like blender translucency)
front_diffuse = material.pov.diffuse_intensity
back_diffuse = material.pov.translucency
if material.pov.conserve_energy:
# Total should not go above one
if (front_diffuse + back_diffuse) <= 1.0:
# Try to respect the user's 'intention' by comparing the two values but
# bringing the total back to one.
# Let the highest value stay the highest value.
# clamps the sum below 1
back_diffuse = min(back_diffuse, (1.0 - front_diffuse))
front_diffuse = min(front_diffuse, (1.0 - back_diffuse))
# map hardness between 0.0 and 1.0
roughness = 1.0 - ((material.pov.specular_hardness - 1.0) / 510.0)
## scale from 0.0 to 0.1
roughness *= 0.1
# add a small value because 0.0 is invalid.
# ------------------------------ Diffuse Shader ------------------------------ #
# Not used for Full spec (ref_level_bound=3) of the shader.
if material.pov.diffuse_shader == "OREN_NAYAR" and ref_level_bound != 3:
# Blender roughness is what is generally called oren nayar Sigma,
# and brilliance in POV-Ray.
tab_write("brilliance %.3g\n" % (0.9 + material.roughness))
if material.pov.diffuse_shader == "TOON" and ref_level_bound != 3:
tab_write("brilliance %.3g\n" % (0.01 + material.diffuse_toon_smooth * 0.25))
# Lower diffuse and increase specular for toon effect seems to look better
# in POV-Ray.
if material.pov.diffuse_shader == "MINNAERT" and ref_level_bound != 3:
# tab_write("aoi %.3g\n" % material.darkness)
pass # let's keep things simple for now
if material.pov.diffuse_shader == "FRESNEL" and ref_level_bound != 3:
# tab_write("aoi %.3g\n" % material.diffuse_fresnel_factor)
pass # let's keep things simple for now
if material.pov.diffuse_shader == "LAMBERT" and ref_level_bound != 3:
# trying to best match lambert attenuation by that constant brilliance value
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