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Bastien Montagne
committed
# ***** BEGIN GPL LICENSE BLOCK *****
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# #**** END GPL LICENSE BLOCK #****
import subprocess
import os
import sys
import time
import re
import platform#
import subprocess#
from bpy.types import(Operator)#all added for render preview
##############################SF###########################
##############find image texture
ext = {
'JPG': "jpeg",
'JPEG': "jpeg",
'GIF': "gif",
'TGA': "tga",
'IFF': "iff",
'PPM': "ppm",
'PNG': "png",
'SYS': "sys",
'TIFF': "tiff",
'TIF': "tiff",
'EXR': "exr",
'HDR': "hdr",
}.get(os.path.splitext(imgF)[-1].upper(), "")
print(" WARNING: texture image format not supported ")
image_map = ""
if ts.mapping == 'FLAT':
image_map = "map_type 0 "
elif ts.mapping == 'SPHERE':
image_map = "map_type 1 "
elif ts.mapping == 'TUBE':
image_map = "map_type 2 "
## map_type 3 and 4 in development (?)
## for POV-Ray, currently they just seem to default back to Flat (type 0)
#elif ts.mapping=="?":
#elif ts.mapping=="?":
if ts.texture.use_interpolation:
image_map += " interpolate 2 "
if ts.texture.extension == 'CLIP':
image_map += " once "
#image_map += "}"
#if ts.mapping=='CUBE':
# image_map+= "warp { cubic } rotate <-90,0,180>"
# no direct cube type mapping. Though this should work in POV 3.7
# it doesn't give that good results(best suited to environment maps?)
# print(" No texture image found ")
# texture_coords refers to the mapping of world textures:
if wts.texture_coords == 'VIEW':
elif wts.texture_coords == 'ANGMAP':
image_mapBG = " map_type 1 "
elif wts.texture_coords == 'TUBE':
image_mapBG = " map_type 2 "
if wts.texture.use_interpolation:
image_mapBG += " interpolate 2 "
if wts.texture.extension == 'CLIP':
image_mapBG += " once "
#image_mapBG += "}"
#if wts.mapping == 'CUBE':
# image_mapBG += "warp { cubic } rotate <-90,0,180>"
# no direct cube type mapping. Though this should work in POV 3.7
# it doesn't give that good results(best suited to environment maps?)
#if image_mapBG == "":
# print(" No background texture image found ")
return bpy.path.abspath(image.filepath, library=image.library)
# end find image texture
# -----------------------------------------------------------------------------
def string_strip_hyphen(name):
return name.replace("-", "")
def safety(name, Level):
# safety string name material
#
# Level=1 is for texture with No specular nor Mirror reflection
# Level=2 is for texture with translation of spec and mir levels
# for when no map influences them
# Level=3 is for texture with Maximum Spec and Mirror
Maurice Raybaud
committed
prefix = ""
return prefix + name + "0" # used for 0 of specular map
return prefix + name + "1" # used for 1 of specular map
Maurice Raybaud
committed
##############end safety string name material
##############################EndSF###########################
def is_renderable(ob):
return (ob.hide_render==False)
def renderable_objects():
return [ob for ob in bpy.data.objects if is_renderable(ob)]
Maurice Raybaud
committed
tabLevel = 0
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unpacked_images=[]
def exportPattern(texture):
tex=texture
pat = tex.pov
PATname = "PAT_%s"%string_strip_hyphen(bpy.path.clean_name(tex.name))
mappingDif = ("translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>" % \
(pat.tex_mov_x, pat.tex_mov_y, pat.tex_mov_z,
1.0 / pat.tex_scale_x, 1.0 / pat.tex_scale_y, 1.0 / pat.tex_scale_z))
texStrg=""
def exportColorRamp(texture):
tex=texture
pat = tex.pov
colRampStrg="color_map {\n"
numColor=0
for el in tex.color_ramp.elements:
numColor+=1
pos = el.position
col=el.color
colR,colG,colB,colA = col[0],col[1],col[2],1-col[3]
if pat.tex_pattern_type not in {'checker', 'hexagon', 'square', 'triangular', 'brick'} :
colRampStrg+="[%.4g color rgbf<%.4g,%.4g,%.4g,%.4g>] \n"%(pos,colR,colG,colB,colA)
if pat.tex_pattern_type in {'brick','checker'} and numColor < 3:
colRampStrg+="color rgbf<%.4g,%.4g,%.4g,%.4g> \n"%(colR,colG,colB,colA)
if pat.tex_pattern_type == 'hexagon' and numColor < 4 :
colRampStrg+="color rgbf<%.4g,%.4g,%.4g,%.4g> \n"%(colR,colG,colB,colA)
if pat.tex_pattern_type == 'square' and numColor < 5 :
colRampStrg+="color rgbf<%.4g,%.4g,%.4g,%.4g> \n"%(colR,colG,colB,colA)
if pat.tex_pattern_type == 'triangular' and numColor < 7 :
colRampStrg+="color rgbf<%.4g,%.4g,%.4g,%.4g> \n"%(colR,colG,colB,colA)
colRampStrg+="} \n"
#end color map
return colRampStrg
#much work to be done here only defaults translated for now:
#pov noise_generator 3 means perlin noise
if pat.tex_pattern_type == 'emulator':
texStrg+="pigment {\n"
####################### EMULATE BLENDER VORONOI TEXTURE ####################
if tex.type == 'VORONOI':
texStrg+="crackle\n"
texStrg+=" offset %.4g\n"%tex.nabla
texStrg+=" form <%.4g,%.4g,%.4g>\n"%(tex.weight_1, tex.weight_2, tex.weight_3)
if tex.distance_metric == 'DISTANCE':
texStrg+=" metric 2.5\n"
if tex.distance_metric == 'DISTANCE_SQUARED':
texStrg+=" metric 2.5\n"
texStrg+=" poly_wave 2\n"
if tex.distance_metric == 'MINKOVSKY':
texStrg+=" metric %s\n"%tex.minkovsky_exponent
if tex.distance_metric == 'MINKOVSKY_FOUR':
texStrg+=" metric 4\n"
if tex.distance_metric == 'MINKOVSKY_HALF':
texStrg+=" metric 0.5\n"
if tex.distance_metric == 'CHEBYCHEV':
texStrg+=" metric 10\n"
if tex.distance_metric == 'MANHATTAN':
texStrg+=" metric 1\n"
if tex.color_mode == 'POSITION':
texStrg+="solid\n"
texStrg+="scale 0.25\n"
if tex.use_color_ramp == True:
texStrg+=exportColorRamp(tex)
else:
texStrg+="color_map {\n"
texStrg+="[0 color rgbt<0,0,0,1>]\n"
texStrg+="[1 color rgbt<1,1,1,0>]\n"
texStrg+="}\n"
####################### EMULATE BLENDER CLOUDS TEXTURE ####################
if tex.type == 'CLOUDS':
if tex.noise_type == 'SOFT_NOISE':
texStrg+="wrinkles\n"
texStrg+="scale 0.25\n"
else:
texStrg+="granite\n"
if tex.use_color_ramp == True:
texStrg+=exportColorRamp(tex)
else:
texStrg+="color_map {\n"
texStrg+="[0 color rgbt<0,0,0,1>]\n"
texStrg+="[1 color rgbt<1,1,1,0>]\n"
texStrg+="}\n"
####################### EMULATE BLENDER WOOD TEXTURE ####################
if tex.type == 'WOOD':
if tex.wood_type == 'RINGS':
texStrg+="wood\n"
texStrg+="scale 0.25\n"
if tex.wood_type == 'RINGNOISE':
texStrg+="wood\n"
texStrg+="scale 0.25\n"
texStrg+="turbulence %.4g\n"%(tex.turbulence/100)
if tex.wood_type == 'BANDS':
texStrg+="marble\n"
texStrg+="scale 0.25\n"
texStrg+="rotate <45,-45,45>\n"
if tex.wood_type == 'BANDNOISE':
texStrg+="marble\n"
texStrg+="scale 0.25\n"
texStrg+="rotate <45,-45,45>\n"
texStrg+="turbulence %.4g\n"%(tex.turbulence/10)
if tex.noise_basis_2 == 'SIN':
texStrg+="sine_wave\n"
if tex.noise_basis_2 == 'TRI':
texStrg+="triangle_wave\n"
if tex.noise_basis_2 == 'SAW':
texStrg+="ramp_wave\n"
if tex.use_color_ramp == True:
texStrg+=exportColorRamp(tex)
else:
texStrg+="color_map {\n"
texStrg+="[0 color rgbt<0,0,0,0>]\n"
texStrg+="[1 color rgbt<1,1,1,0>]\n"
texStrg+="}\n"
####################### EMULATE BLENDER STUCCI TEXTURE ####################
if tex.type == 'STUCCI':
texStrg+="bozo\n"
texStrg+="scale 0.25\n"
if tex.noise_type == 'HARD_NOISE':
texStrg+="triangle_wave\n"
if tex.use_color_ramp == True:
texStrg+=exportColorRamp(tex)
else:
texStrg+="color_map {\n"
texStrg+="[0 color rgbf<1,1,1,0>]\n"
texStrg+="[1 color rgbt<0,0,0,1>]\n"
texStrg+="}\n"
else:
if tex.use_color_ramp == True:
texStrg+=exportColorRamp(tex)
else:
texStrg+="color_map {\n"
texStrg+="[0 color rgbf<0,0,0,1>]\n"
texStrg+="[1 color rgbt<1,1,1,0>]\n"
texStrg+="}\n"
####################### EMULATE BLENDER MAGIC TEXTURE ####################
if tex.type == 'MAGIC':
texStrg+="leopard\n"
if tex.use_color_ramp == True:
texStrg+=exportColorRamp(tex)
else:
texStrg+="color_map {\n"
texStrg+="[0 color rgbt<1,1,1,0.5>]\n"
texStrg+="[0.25 color rgbf<0,1,0,0.75>]\n"
texStrg+="[0.5 color rgbf<0,0,1,0.75>]\n"
texStrg+="[0.75 color rgbf<1,0,1,0.75>]\n"
texStrg+="[1 color rgbf<0,1,0,0.75>]\n"
texStrg+="}\n"
texStrg+="scale 0.1\n"
####################### EMULATE BLENDER MARBLE TEXTURE ####################
if tex.type == 'MARBLE':
texStrg+="marble\n"
texStrg+="turbulence 0.5\n"
texStrg+="noise_generator 3\n"
texStrg+="scale 0.75\n"
texStrg+="rotate <45,-45,45>\n"
if tex.use_color_ramp == True:
texStrg+=exportColorRamp(tex)
else:
if tex.marble_type == 'SOFT':
texStrg+="color_map {\n"
texStrg+="[0 color rgbt<0,0,0,0>]\n"
texStrg+="[0.05 color rgbt<0,0,0,0>]\n"
texStrg+="[1 color rgbt<0.9,0.9,0.9,0>]\n"
texStrg+="}\n"
elif tex.marble_type == 'SHARP':
texStrg+="color_map {\n"
texStrg+="[0 color rgbt<0,0,0,0>]\n"
texStrg+="[0.025 color rgbt<0,0,0,0>]\n"
texStrg+="[1 color rgbt<0.9,0.9,0.9,0>]\n"
texStrg+="}\n"
else:
texStrg+="[0 color rgbt<0,0,0,0>]\n"
texStrg+="[1 color rgbt<1,1,1,0>]\n"
texStrg+="}\n"
if tex.noise_basis_2 == 'SIN':
texStrg+="sine_wave\n"
if tex.noise_basis_2 == 'TRI':
texStrg+="triangle_wave\n"
if tex.noise_basis_2 == 'SAW':
texStrg+="ramp_wave\n"
####################### EMULATE BLENDER BLEND TEXTURE ####################
if tex.type == 'BLEND':
if tex.progression=='RADIAL':
texStrg+="radial\n"
if tex.use_flip_axis=='HORIZONTAL':
texStrg+="rotate x*90\n"
else:
texStrg+="rotate <-90,0,90>\n"
texStrg+="ramp_wave\n"
elif tex.progression=='SPHERICAL':
texStrg+="spherical\n"
texStrg+="scale 3\n"
texStrg+="poly_wave 1\n"
elif tex.progression=='QUADRATIC_SPHERE':
texStrg+="spherical\n"
texStrg+="scale 3\n"
texStrg+=" poly_wave 2\n"
elif tex.progression=='DIAGONAL':
texStrg+="gradient <1,1,0>\n"
texStrg+="scale 3\n"
elif tex.use_flip_axis=='HORIZONTAL':
texStrg+="gradient x\n"
texStrg+="scale 2.01\n"
elif tex.use_flip_axis=='VERTICAL':
texStrg+="gradient y\n"
texStrg+="scale 2.01\n"
#texStrg+="ramp_wave\n"
#texStrg+="frequency 0.5\n"
texStrg+="phase 0.5\n"
if tex.use_color_ramp == True:
texStrg+=exportColorRamp(tex)
else:
texStrg+="color_map {\n"
texStrg+="[0 color rgbt<1,1,1,0>]\n"
texStrg+="[1 color rgbf<0,0,0,1>]\n"
texStrg+="}\n"
if tex.progression == 'LINEAR':
texStrg+=" poly_wave 1\n"
if tex.progression == 'QUADRATIC':
texStrg+=" poly_wave 2\n"
if tex.progression == 'EASING':
texStrg+=" poly_wave 1.5\n"
####################### EMULATE BLENDER MUSGRAVE TEXTURE ####################
# if tex.type == 'MUSGRAVE':
# texStrg+="function{ f_ridged_mf( x, y, 0, 1, 2, 9, -0.5, 3,3 )*0.5}\n"
# texStrg+="color_map {\n"
# texStrg+="[0 color rgbf<0,0,0,1>]\n"
# texStrg+="[1 color rgbf<1,1,1,0>]\n"
# texStrg+="}\n"
# simplified for now:
if tex.type == 'MUSGRAVE':
texStrg+="bozo scale 0.25 \n"
if tex.use_color_ramp == True:
texStrg+=exportColorRamp(tex)
else:
texStrg+="color_map {[0.5 color rgbf<0,0,0,1>][1 color rgbt<1,1,1,0>]}ramp_wave \n"
####################### EMULATE BLENDER DISTORTED NOISE TEXTURE ####################
if tex.type == 'DISTORTED_NOISE':
texStrg+="average\n"
texStrg+=" pigment_map {\n"
texStrg+=" [1 bozo scale 0.25 turbulence %.4g\n" %tex.distortion
if tex.use_color_ramp == True:
texStrg+=exportColorRamp(tex)
else:
texStrg+="color_map {\n"
texStrg+="[0 color rgbt<1,1,1,0>]\n"
texStrg+="[1 color rgbf<0,0,0,1>]\n"
texStrg+="}\n"
texStrg+="]\n"
if tex.noise_distortion == 'CELL_NOISE':
texStrg+=" [1 cells scale 0.1\n"
if tex.use_color_ramp == True:
texStrg+=exportColorRamp(tex)
else:
texStrg+="color_map {\n"
texStrg+="[0 color rgbt<1,1,1,0>]\n"
texStrg+="[1 color rgbf<0,0,0,1>]\n"
texStrg+="}\n"
texStrg+="]\n"
if tex.noise_distortion=='VORONOI_CRACKLE':
texStrg+=" [1 crackle scale 0.25\n"
if tex.use_color_ramp == True:
texStrg+=exportColorRamp(tex)
else:
texStrg+="color_map {\n"
texStrg+="[0 color rgbt<1,1,1,0>]\n"
texStrg+="[1 color rgbf<0,0,0,1>]\n"
texStrg+="}\n"
texStrg+="]\n"
if tex.noise_distortion in ['VORONOI_F1','VORONOI_F2','VORONOI_F3','VORONOI_F4','VORONOI_F2_F1']:
texStrg+=" [1 crackle metric 2.5 scale 0.25 turbulence %.4g\n" %(tex.distortion/2)
if tex.use_color_ramp == True:
texStrg+=exportColorRamp(tex)
else:
texStrg+="color_map {\n"
texStrg+="[0 color rgbt<1,1,1,0>]\n"
texStrg+="[1 color rgbf<0,0,0,1>]\n"
texStrg+="}\n"
texStrg+="]\n"
else:
texStrg+=" [1 wrinkles scale 0.25\n"
if tex.use_color_ramp == True:
texStrg+=exportColorRamp(tex)
else:
texStrg+="color_map {\n"
texStrg+="[0 color rgbt<1,1,1,0>]\n"
texStrg+="[1 color rgbf<0,0,0,1>]\n"
texStrg+="}\n"
texStrg+="]\n"
texStrg+=" }\n"
####################### EMULATE BLENDER NOISE TEXTURE ####################
if tex.type == 'NOISE':
texStrg+="cells\n"
texStrg+="turbulence 3\n"
texStrg+="omega 3\n"
if tex.use_color_ramp == True:
texStrg+=exportColorRamp(tex)
else:
texStrg+="color_map {\n"
texStrg+="[0.75 color rgb<0,0,0,>]\n"
texStrg+="[1 color rgb<1,1,1,>]\n"
texStrg+="}\n"
####################### IGNORE OTHER BLENDER TEXTURE ####################
else: #non translated textures
pass
texStrg+="}\n\n"
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texStrg+="#declare f%s=\n"%PATname
texStrg+="function{pigment{%s}}\n"%PATname
texStrg+="\n"
else:
texStrg+="pigment {\n"
texStrg+="%s\n"%pat.tex_pattern_type
if pat.tex_pattern_type == 'agate':
texStrg+="agate_turb %.4g\n"%pat.modifier_turbulence
if pat.tex_pattern_type in {'spiral1', 'spiral2', 'tiling'}:
texStrg+="%s\n"%pat.modifier_numbers
if pat.tex_pattern_type == 'quilted':
texStrg+="control0 %s control1 %s\n"%(pat.modifier_control0, pat.modifier_control1)
if pat.tex_pattern_type == 'mandel':
texStrg+="%s exponent %s \n"%(pat.f_iter, pat.f_exponent)
if pat.tex_pattern_type == 'julia':
texStrg+="<%.4g, %.4g> %s exponent %s \n"%(pat.julia_complex_1, pat.julia_complex_2, pat.f_iter, pat.f_exponent)
if pat.tex_pattern_type == 'magnet' and pat.magnet_style == 'mandel':
texStrg+="%s mandel %s \n"%(pat.magnet_type, pat.f_iter)
if pat.tex_pattern_type == 'magnet' and pat.magnet_style == 'julia':
texStrg+="%s julia <%.4g, %.4g> %s\n"%(pat.magnet_type, pat.julia_complex_1, pat.julia_complex_2, pat.f_iter)
if pat.tex_pattern_type in {'mandel', 'julia', 'magnet'}:
texStrg+="interior %s, %.4g\n"%(pat.f_ior, pat.f_ior_fac)
texStrg+="exterior %s, %.4g\n"%(pat.f_eor, pat.f_eor_fac)
if pat.tex_pattern_type == 'gradient':
texStrg+="<%s, %s, %s> \n"%(pat.grad_orient_x, pat.grad_orient_y, pat.grad_orient_z)
if pat.tex_pattern_type == 'pavement':
numTiles=pat.pave_tiles
numPattern=1
if pat.pave_sides == '4' and pat.pave_tiles == 3:
numPattern = pat.pave_pat_2
if pat.pave_sides == '6' and pat.pave_tiles == 3:
numPattern = pat.pave_pat_3
if pat.pave_sides == '3' and pat.pave_tiles == 4:
numPattern = pat.pave_pat_3
if pat.pave_sides == '3' and pat.pave_tiles == 5:
numPattern = pat.pave_pat_4
if pat.pave_sides == '4' and pat.pave_tiles == 4:
numPattern = pat.pave_pat_5
if pat.pave_sides == '6' and pat.pave_tiles == 4:
numPattern = pat.pave_pat_7
if pat.pave_sides == '4' and pat.pave_tiles == 5:
numPattern = pat.pave_pat_12
if pat.pave_sides == '3' and pat.pave_tiles == 6:
numPattern = pat.pave_pat_12
if pat.pave_sides == '6' and pat.pave_tiles == 5:
numPattern = pat.pave_pat_22
if pat.pave_sides == '4' and pat.pave_tiles == 6:
numPattern = pat.pave_pat_35
if pat.pave_sides == '6' and pat.pave_tiles == 6:
numTiles = 5
texStrg+="number_of_sides %s number_of_tiles %s pattern %s form %s \n"%(pat.pave_sides, numTiles, numPattern, pat.pave_form)
################ functions #####################################################################################################
if pat.tex_pattern_type == 'function':
texStrg+="{ %s"%pat.func_list
texStrg+="(x"
if pat.func_plus_x != "NONE":
if pat.func_plus_x =='increase':
texStrg+="*"
if pat.func_plus_x =='plus':
texStrg+="+"
texStrg+="%.4g"%pat.func_x
texStrg+=",y"
if pat.func_plus_y != "NONE":
if pat.func_plus_y =='increase':
texStrg+="*"
if pat.func_plus_y =='plus':
texStrg+="+"
texStrg+="%.4g"%pat.func_y
texStrg+=",z"
if pat.func_plus_z != "NONE":
if pat.func_plus_z =='increase':
texStrg+="*"
if pat.func_plus_z =='plus':
texStrg+="+"
texStrg+="%.4g"%pat.func_z
sort = -1
if pat.func_list in {"f_comma","f_crossed_trough","f_cubic_saddle","f_cushion","f_devils_curve",
"f_enneper","f_glob","f_heart","f_hex_x","f_hex_y","f_hunt_surface",
"f_klein_bottle","f_kummer_surface_v1","f_lemniscate_of_gerono","f_mitre",
"f_nodal_cubic","f_noise_generator","f_odd","f_paraboloid","f_pillow",
"f_piriform","f_quantum","f_quartic_paraboloid","f_quartic_saddle",
"f_sphere","f_steiners_roman","f_torus_gumdrop","f_umbrella"}:
sort = 0
if pat.func_list in {"f_bicorn","f_bifolia","f_boy_surface","f_superellipsoid","f_torus"}:
sort = 1
if pat.func_list in {"f_ellipsoid","f_folium_surface","f_hyperbolic_torus",
"f_kampyle_of_eudoxus","f_parabolic_torus","f_quartic_cylinder","f_torus2"}:
sort = 2
if pat.func_list in {"f_blob2","f_cross_ellipsoids","f_flange_cover","f_isect_ellipsoids",
"f_kummer_surface_v2","f_ovals_of_cassini","f_rounded_box","f_spikes_2d","f_strophoid"}:
sort = 3
if pat.func_list in {"f_algbr_cyl1","f_algbr_cyl2","f_algbr_cyl3","f_algbr_cyl4","f_blob","f_mesh1","f_poly4","f_spikes"}:
sort = 4
if pat.func_list in {"f_devils_curve_2d","f_dupin_cyclid","f_folium_surface_2d","f_hetero_mf","f_kampyle_of_eudoxus_2d",
"f_lemniscate_of_gerono_2d","f_polytubes","f_ridge","f_ridged_mf","f_spiral","f_witch_of_agnesi"}:
sort = 5
if pat.func_list in {"f_helix1","f_helix2","f_piriform_2d","f_strophoid_2d"}:
sort = 6
if pat.func_list == "f_helical_torus":
sort = 7
if sort > -1:
texStrg+=",%.4g"%pat.func_P0
if sort > 0:
texStrg+=",%.4g"%pat.func_P1
if sort > 1:
texStrg+=",%.4g"%pat.func_P2
if sort > 2:
texStrg+=",%.4g"%pat.func_P3
if sort > 3:
texStrg+=",%.4g"%pat.func_P4
if sort > 4:
texStrg+=",%.4g"%pat.func_P5
if sort > 5:
texStrg+=",%.4g"%pat.func_P6
if sort > 6:
texStrg+=",%.4g"%pat.func_P7
texStrg+=",%.4g"%pat.func_P8
texStrg+=",%.4g"%pat.func_P9
texStrg+=")}\n"
############## end functions ###############################################################
if pat.tex_pattern_type not in {'checker', 'hexagon', 'square', 'triangular', 'brick'}:
texStrg+="color_map {\n"
numColor=0
if tex.use_color_ramp == True:
for el in tex.color_ramp.elements:
numColor+=1
pos = el.position
col=el.color
colR,colG,colB,colA = col[0],col[1],col[2],1-col[3]
if pat.tex_pattern_type not in {'checker', 'hexagon', 'square', 'triangular', 'brick'} :
texStrg+="[%.4g color rgbf<%.4g,%.4g,%.4g,%.4g>] \n"%(pos,colR,colG,colB,colA)
if pat.tex_pattern_type in {'brick','checker'} and numColor < 3:
texStrg+="color rgbf<%.4g,%.4g,%.4g,%.4g> \n"%(colR,colG,colB,colA)
if pat.tex_pattern_type == 'hexagon' and numColor < 4 :
texStrg+="color rgbf<%.4g,%.4g,%.4g,%.4g> \n"%(colR,colG,colB,colA)
if pat.tex_pattern_type == 'square' and numColor < 5 :
texStrg+="color rgbf<%.4g,%.4g,%.4g,%.4g> \n"%(colR,colG,colB,colA)
if pat.tex_pattern_type == 'triangular' and numColor < 7 :
texStrg+="color rgbf<%.4g,%.4g,%.4g,%.4g> \n"%(colR,colG,colB,colA)
else:
texStrg+="[0 color rgbf<0,0,0,1>]\n"
texStrg+="[1 color rgbf<1,1,1,0>]\n"
if pat.tex_pattern_type not in {'checker', 'hexagon', 'square', 'triangular', 'brick'} :
texStrg+="} \n"
if pat.tex_pattern_type == 'brick':
texStrg+="brick_size <%.4g, %.4g, %.4g> mortar %.4g \n"%(pat.brick_size_x, pat.brick_size_y, pat.brick_size_z, pat.brick_mortar)
texStrg+="%s \n"%mappingDif
texStrg+="rotate <%.4g,%.4g,%.4g> \n"%(pat.tex_rot_x, pat.tex_rot_y, pat.tex_rot_z)
texStrg+="turbulence <%.4g,%.4g,%.4g> \n"%(pat.warp_turbulence_x, pat.warp_turbulence_y, pat.warp_turbulence_z)
texStrg+="octaves %s \n"%pat.modifier_octaves
texStrg+="lambda %.4g \n"%pat.modifier_lambda
texStrg+="omega %.4g \n"%pat.modifier_omega
texStrg+="frequency %.4g \n"%pat.modifier_frequency
texStrg+="phase %.4g \n"%pat.modifier_phase
texStrg+="}\n\n"
texStrg+="#declare f%s=\n"%PATname
texStrg+="function{pigment{%s}}\n"%PATname
texStrg+="\n"
return(texStrg)
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import mathutils
# Only for testing
if not scene:
scene = bpy.data.scenes[0]
render = scene.render
world = scene.world
global_matrix = mathutils.Matrix.Rotation(-pi / 2.0, 4, 'X')
comments = scene.pov.comments_enable and not scene.pov.tempfiles_enable
linebreaksinlists= scene.pov.list_lf_enable and not scene.pov.tempfiles_enable
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def setTab(tabtype, spaces):
TabStr = ""
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if tabtype == 'NONE':
TabStr = ""
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elif tabtype == 'TAB':
TabStr = "\t"
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elif tabtype == 'SPACE':
TabStr = spaces * " "
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return TabStr
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tab = setTab(scene.pov.indentation_character, scene.pov.indentation_spaces)
if not scene.pov.tempfiles_enable:
def tabWrite(str_o):
global tabLevel
brackets = str_o.count("{") - str_o.count("}") + str_o.count("[") - str_o.count("]")
if brackets < 0:
tabLevel = tabLevel + brackets
if tabLevel < 0:
print("Indentation Warning: tabLevel = %s" % tabLevel)
tabLevel = 0
if tabLevel >= 1:
file.write("%s" % tab * tabLevel)
file.write(str_o)
if brackets > 0:
tabLevel = tabLevel + brackets
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def uniqueName(name, nameSeq):
if name not in nameSeq:
return name
name_orig = name
i = 1
while name in nameSeq:
name = "%s_%.3d" % (name_orig, i)
tabWrite("matrix <%.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f>\n" %
(matrix[0][0], matrix[1][0], matrix[2][0],
matrix[0][1], matrix[1][1], matrix[2][1],
matrix[0][2], matrix[1][2], matrix[2][2],
matrix[0][3], matrix[1][3], matrix[2][3]))
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def MatrixAsPovString(matrix):
sMatrix = ("matrix <%.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f>\n" %
(matrix[0][0], matrix[1][0], matrix[2][0],
matrix[0][1], matrix[1][1], matrix[2][1],
matrix[0][2], matrix[1][2], matrix[2][2],
matrix[0][3], matrix[1][3], matrix[2][3]))
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return sMatrix
def writeObjectMaterial(material, ob):
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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
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# Commented out: always write IOR to be able to use it for SSS, Fresnel reflections...
#if material and material.transparency_method == 'RAYTRACE':
if material:
# But there can be only one!
if material.subsurface_scattering.use: # SSS IOR get highest priority
tabWrite("interior {\n")
tabWrite("ior %.6f\n" % material.subsurface_scattering.ior)
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# Then the raytrace IOR taken from raytrace transparency properties and used for
# reflections if IOR Mirror option is checked.
elif material.pov.mirror_use_IOR:
tabWrite("interior {\n")
tabWrite("ior %.6f\n" % material.raytrace_transparency.ior)
tabWrite("interior {\n")
tabWrite("ior %.6f\n" % material.raytrace_transparency.ior)
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pov_fake_caustics = False
pov_photons_refraction = False
pov_photons_reflection = False
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if material.pov.photons_reflection:
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if material.pov.refraction_type == "0":
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pov_fake_caustics = False
pov_photons_refraction = False
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elif material.pov.refraction_type == "1":
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pov_fake_caustics = True
pov_photons_refraction = False
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elif material.pov.refraction_type == "2":
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pov_fake_caustics = False
pov_photons_refraction = True
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# 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:
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if pov_fake_caustics:
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tabWrite("caustics %.3g\n" % material.pov.fake_caustics_power)
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if pov_photons_refraction:
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# Default of 1 means no dispersion
tabWrite("dispersion %.6f\n" % material.pov.photons_dispersion)
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tabWrite("dispersion_samples %.d\n" % material.pov.photons_dispersion_samples)
if material.use_transparency and material.transparency_method == 'RAYTRACE':
# fade_distance
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# 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
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tabWrite("fade_distance %.3g\n" % \
(100.001 - material.raytrace_transparency.depth_max))
# fade_power
tabWrite("fade_power %.3g\n" % material.raytrace_transparency.falloff)
# fade_color
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tabWrite("fade_color <%.3g, %.3g, %.3g>\n" % material.pov.interior_fade_color[:])
# (variable) dispersion_samples (constant count for now)
tabWrite("}\n")
if material.pov.photons_reflection or material.pov.refraction_type=="2":
tabWrite("photons{")
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tabWrite("target %.3g\n" % ob.pov.spacing_multiplier)
if not ob.pov.collect_photons:
tabWrite("collect off\n")
if pov_photons_refraction:
tabWrite("refraction on\n")
if pov_photons_reflection:
tabWrite("reflection on\n")
tabWrite("}\n")
DEF_MAT_NAME = "" #or "Default"?
def writeMaterial(material):
# Assumes only called once on each material
if material:
name_orig = material.name
name = materialNames[name_orig] = uniqueName(bpy.path.clean_name(name_orig), materialNames)
name = name_orig = DEF_MAT_NAME
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if material:
# If saturation(.s) is not zero, then color is not grey, and has a tint
colored_specular_found = (material.specular_color.s > 0.0)
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##################
# Several versions of the finish: Level conditions are variations for specular/Mirror
# texture channel map with alternative finish of 0 specular and no mirror reflection.
# Level=1 Means No specular nor Mirror reflection
# Level=2 Means translation of spec and mir levels for when no map influences them
# Level=3 Means Maximum Spec and Mirror
def povHasnoSpecularMaps(Level):
tabWrite("#declare %s = finish {" % safety(name, Level=1))
file.write(" //No specular nor Mirror reflection\n")
tabWrite("\n")
tabWrite("#declare %s = finish {" % safety(name, Level=2))
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file.write(" //translation of spec and mir levels for when no map " \
"influences them\n")
tabWrite("\n")
tabWrite("#declare %s = finish {" % safety(name, Level=3))
file.write(" //Maximum Spec and Mirror\n")
tabWrite("\n")
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# POV-Ray 3.7 now uses two diffuse values respectively for front and back shading
# (the back diffuse is like blender translucency)
frontDiffuse = material.diffuse_intensity
backDiffuse = material.translucency
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if material.pov.conserve_energy:
#Total should not go above one
if (frontDiffuse + backDiffuse) <= 1.0:
pass
elif frontDiffuse == backDiffuse:
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# Try to respect the user's 'intention' by comparing the two values but
# bringing the total back to one.
frontDiffuse = backDiffuse = 0.5
# Let the highest value stay the highest value.
elif frontDiffuse > backDiffuse:
# clamps the sum below 1
backDiffuse = min(backDiffuse, (1.0 - frontDiffuse))
# map hardness between 0.0 and 1.0
roughness = ((1.0 - ((material.specular_hardness - 1.0) / 510.0)))
## scale from 0.0 to 0.1
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# add a small value because 0.0 is invalid.
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################################Diffuse Shader######################################
# Not used for Full spec (Level=3) of the shader.
if material.diffuse_shader == 'OREN_NAYAR' and Level != 3:
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# Blender roughness is what is generally called oren nayar Sigma,
# and brilliance in POV-Ray.
tabWrite("brilliance %.3g\n" % (0.9 + material.roughness))
if material.diffuse_shader == 'TOON' and Level != 3:
tabWrite("brilliance %.3g\n" % (0.01 + material.diffuse_toon_smooth * 0.25))
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# Lower diffuse and increase specular for toon effect seems to look better
# in POV-Ray.
frontDiffuse *= 0.5
if material.diffuse_shader == 'MINNAERT' and Level != 3:
#tabWrite("aoi %.3g\n" % material.darkness)
pass # let's keep things simple for now
if material.diffuse_shader == 'FRESNEL' and Level != 3:
#tabWrite("aoi %.3g\n" % material.diffuse_fresnel_factor)
pass # let's keep things simple for now
if material.diffuse_shader == 'LAMBERT' and Level != 3:
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# trying to best match lambert attenuation by that constant brilliance value
tabWrite("brilliance 1.8\n")
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###########################Specular Shader######################################
# No difference between phong and cook torrence in blender HaHa!
if (material.specular_shader == 'COOKTORR' or
material.specular_shader == 'PHONG'):
tabWrite("phong %.3g\n" % (material.specular_intensity))
tabWrite("phong_size %.3g\n" % (material.specular_hardness / 2 + 0.25))
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# POV-Ray 'specular' keyword corresponds to a Blinn model, without the ior.
elif material.specular_shader == 'BLINN':
# Use blender Blinn's IOR just as some factor for spec intensity
tabWrite("specular %.3g\n" % (material.specular_intensity *
(material.specular_ior / 4.0)))
tabWrite("roughness %.3g\n" % roughness)
#Could use brilliance 2(or varying around 2 depending on ior or factor) too.
elif material.specular_shader == 'TOON':
tabWrite("phong %.3g\n" % (material.specular_intensity * 2.0))
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# use extreme phong_size
tabWrite("phong_size %.3g\n" % (0.1 + material.specular_toon_smooth / 2.0))
elif material.specular_shader == 'WARDISO':
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# find best suited default constant for brilliance Use both phong and
# specular for some values.
tabWrite("specular %.3g\n" % (material.specular_intensity /
(material.specular_slope + 0.0005)))
# find best suited default constant for brilliance Use both phong and
# specular for some values.
tabWrite("roughness %.4g\n" % (0.0005 + material.specular_slope / 10.0))
# find best suited default constant for brilliance Use both phong and
# specular for some values.
tabWrite("brilliance %.4g\n" % (1.8 - material.specular_slope * 1.8))
####################################################################################
tabWrite("specular 0\n")
tabWrite("specular 1\n")
tabWrite("diffuse %.3g %.3g\n" % (frontDiffuse, backDiffuse))
tabWrite("ambient %.3g\n" % material.ambient)
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# POV-Ray blends the global value
#tabWrite("ambient rgb <%.3g, %.3g, %.3g>\n" % \
# tuple([c*material.ambient for c in world.ambient_color]))
tabWrite("emission %.3g\n" % material.emit) # New in POV-Ray 3.7
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#POV-Ray just ignores roughness if there's no specular keyword
#tabWrite("roughness %.3g\n" % roughness)
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if material.pov.conserve_energy:
# added for more realistic shading. Needs some checking to see if it
# really works. --Maurice.
tabWrite("conserve_energy\n")
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if colored_specular_found == True:
tabWrite("metallic\n")
# 'phong 70.0 '
if Level != 1:
if material.raytrace_mirror.use:
raytrace_mirror = material.raytrace_mirror
if raytrace_mirror.reflect_factor:
tabWrite("reflection {\n")
tabWrite("rgb <%.3g, %.3g, %.3g>" % material.mirror_color[:])
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if material.pov.mirror_metallic:
tabWrite("metallic %.3g" % (raytrace_mirror.reflect_factor))
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if material.pov.mirror_use_IOR: # WORKING ?
# Removed from the line below: gives a more physically correct
# material but needs proper IOR. --Maurice
tabWrite("fresnel 1 ")
tabWrite("falloff %.3g exponent %.3g} " % \
(raytrace_mirror.fresnel, raytrace_mirror.fresnel_factor))
if material.subsurface_scattering.use:
subsurface_scattering = material.subsurface_scattering
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tabWrite("subsurface { translucency <%.3g, %.3g, %.3g> }\n" % (
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committed
(subsurface_scattering.radius[0]),
(subsurface_scattering.radius[1]),
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committed
)
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if material.pov.irid_enable:
tabWrite("irid { %.4g thickness %.4g turbulence %.4g }" % \
(material.pov.irid_amount, material.pov.irid_thickness,
material.pov.irid_turbulence))
tabWrite("diffuse 0.8\n")
tabWrite("phong 70.0\n")
#tabWrite("specular 0.2\n")
# This is written into the object
'''
if material and material.transparency_method=='RAYTRACE':
'interior { ior %.3g} ' % material.raytrace_transparency.ior
'''
#tabWrite("crand 1.0\n") # Sand granyness
#tabWrite("metallic %.6f\n" % material.spec)
#tabWrite("phong %.6f\n" % material.spec)
#tabWrite("phong_size %.6f\n" % material.spec)
#tabWrite("brilliance %.6f " % (material.specular_hardness/256.0) # Like hardness
tabWrite("}\n\n")
# Level=2 Means translation of spec and mir levels for when no map influences them
povHasnoSpecularMaps(Level=2)
special_texture_found = False
for t in material.texture_slots:
if t and t.use:
if (t.texture.type == 'IMAGE' and t.texture.image) or t.texture.type != 'IMAGE':
validPath=True
else:
validPath=False
if(t and t.use and validPath and
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(t.use_map_specular or t.use_map_raymir or t.use_map_normal or t.use_map_alpha)):
continue # Some texture found
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if special_texture_found or colored_specular_found:
# Level=1 Means No specular nor Mirror reflection
povHasnoSpecularMaps(Level=1)
# Level=3 Means Maximum Spec and Mirror