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41 results

development_edit_operator.py

Blame
  • render.py 122.82 KiB
    # ***** BEGIN GPL LICENSE BLOCK *****
    #
    # This program is free software; you can redistribute it and/or
    # modify it under the terms of the GNU General Public License
    # as published by the Free Software Foundation; either version 2
    # of the License, or (at your option) any later version.
    #
    # This program is distributed in the hope that it will be useful,
    # but WITHOUT ANY WARRANTY; without even the implied warranty of
    # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    # GNU General Public License for more details.
    #
    # You should have received a copy of the GNU General Public License
    # along with this program; if not, write to the Free Software Foundation,
    # Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
    #
    # #**** END GPL LICENSE BLOCK #****
    
    # <pep8 compliant>
    
    import bpy
    import subprocess
    import os
    import sys
    import time
    from math import atan, pi, degrees, sqrt
    import re
    import random
    ##############################SF###########################
    ##############find image texture
    
    
    def imageFormat(imgF):
        ext = {
            'JPG': "jpeg",
            'JPEG': "jpeg",
            'GIF': "gif",
            'TGA': "tga",
            'IFF': "iff",
            'PPM': "ppm",
            'PNG': "png",
            'SYS': "sys",
            'TIFF': "tiff",
            'TIF': "tiff",
            'EXR': "exr",  # POV3.7 Only!
            'HDR': "hdr",  # POV3.7 Only! --MR
        }.get(os.path.splitext(imgF)[-1].upper(), "")
    
        if not ext:
            print(" WARNING: texture image format not supported ")
    
        return ext
    
    
    def imgMap(ts):
        image_map = ""
        if ts.mapping == 'FLAT':
            image_map = "map_type 0 "
        elif ts.mapping == 'SPHERE':
            image_map = "map_type 1 "  # map_type 7 in megapov
        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=="?":
        #    image_map = " map_type 3 "
        #elif ts.mapping=="?":
        #    image_map = " map_type 4 "
        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?)
        #if image_map == "":
        #    print(" No texture image  found ")
        return image_map
    
    
    def imgMapBG(wts):
        image_mapBG = ""
        # texture_coords refers to the mapping of world textures:
        if wts.texture_coords == 'VIEW':
            image_mapBG = " map_type 0 "
        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 image_mapBG
    
    
    def path_image(image):
        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
    
        try:
            if int(name) > 0:
                prefix = "shader"
        except:
            prefix = ""
        prefix = "shader_"
        name = string_strip_hyphen(name)
        if Level == 2:
            return prefix + name
        elif Level == 1:
            return prefix + name + "0"  # used for 0 of specular map
        elif Level == 3:
            return prefix + name + "1"  # used for 1 of specular map
    
    
    ##############end safety string name material
    ##############################EndSF###########################
    
    def is_renderable(scene, ob):
        return (ob.is_visible(scene) and not ob.hide_render)
    
    
    def renderable_objects(scene):
        return [ob for ob in scene.objects if is_renderable(scene, ob)]
    
    
    tabLevel = 0
    
    
    def write_pov(filename, scene=None, info_callback=None):
        import mathutils
        #file = filename
        file = open(filename, "w")
    
        # 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')
    
        def setTab(tabtype, spaces):
            TabStr = ""
            if tabtype == 'NONE':
                TabStr = ""
            elif tabtype == 'TAB':
                TabStr = "\t"
            elif tabtype == 'SPACE':
                TabStr = spaces * " "
            return TabStr
    
        tab = setTab(scene.pov.indentation_character, scene.pov.indentation_spaces)
    
        def tabWrite(str_o):
            if not scene.pov.tempfiles_enable:
                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
            else:
                file.write(str_o)
    
        def uniqueName(name, nameSeq):
    
            if name not in nameSeq:
                name = string_strip_hyphen(name)
                return name
    
            name_orig = name
            i = 1
            while name in nameSeq:
                name = "%s_%.3d" % (name_orig, i)
                i += 1
            name = string_strip_hyphen(name)
            return name
    
        def writeMatrix(matrix):
            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]))
    
        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]))
            return sMatrix
    
        def writeObjectMaterial(material, ob):
    
            # 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.subsurface_scattering.use:  # SSS IOR get highest priority
                    tabWrite("interior {\n")
                    tabWrite("ior %.6f\n" % material.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:
                    tabWrite("interior {\n")
                    tabWrite("ior %.6f\n" % material.raytrace_transparency.ior)
                else:
                    tabWrite("interior {\n")
                    tabWrite("ior %.6f\n" % material.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 material.pov.refraction_type == "0":
                    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:
                        tabWrite("caustics %.3g\n" % material.pov.fake_caustics_power)
                    if pov_photons_refraction:
                        # Default of 1 means no dispersion
                        tabWrite("dispersion %.6f\n" % material.pov.photons_dispersion)
                        tabWrite("dispersion_samples %.d\n" % material.pov.photons_dispersion_samples)
                #TODO
                # Other interior args
                if material.use_transparency and material.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
                    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
                    tabWrite("fade_color <%.3g, %.3g, %.3g>\n" % material.pov.interior_fade_color[:])
    
                # (variable) dispersion_samples (constant count for now)
                tabWrite("}\n")
    
                tabWrite("photons{")
                if not ob.pov.collect_photons:
                    tabWrite("collect off\n")
                    tabWrite("target %.3g\n" % ob.pov.spacing_multiplier)
                if pov_photons_refraction:
                    tabWrite("refraction on\n")
                if pov_photons_reflection:
                    tabWrite("reflection on\n")
                tabWrite("}\n")
    
        materialNames = {}
        DEF_MAT_NAME = "Default"
    
        def writeMaterial(material):
            # Assumes only called once on each material
            if material:
                name_orig = material.name
            else:
                name_orig = DEF_MAT_NAME
    
            name = materialNames[name_orig] = uniqueName(bpy.path.clean_name(name_orig), materialNames)
            comments = scene.pov.comments_enable
            
            if material:
                if (material.specular_color.r == material.specular_color.g) and (material.specular_color.r == material.specular_color.b):
                    colored_specular_found = False
                else:
                    colored_specular_found = True
            
            
            
            ##################
            # 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):
                if Level == 1:
                    tabWrite("#declare %s = finish {" % safety(name, Level=1))
                    if not scene.pov.tempfiles_enable and comments:
                        file.write("  //No specular nor Mirror reflection\n")
                    else:
                        tabWrite("\n")
                elif Level == 2:
                    tabWrite("#declare %s = finish {" % safety(name, Level=2))
                    if not scene.pov.tempfiles_enable and comments:
                        file.write("  //translation of spec and mir levels for when no map " \
                                   "influences them\n")
                    else:
                        tabWrite("\n")
                elif Level == 3:
                    tabWrite("#declare %s = finish {" % safety(name, Level=3))
                    if not scene.pov.tempfiles_enable and comments:
                        file.write("  //Maximum Spec and Mirror\n")
                    else:
                        tabWrite("\n")
    
                if material:
                    # 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
    
                    if material.pov.conserve_energy:
    
                        #Total should not go above one
                        if (frontDiffuse + backDiffuse) <= 1.0:
                            pass
                        elif frontDiffuse == backDiffuse:
                            # 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))
                        else:
                            frontDiffuse = min(frontDiffuse, (1.0 - backDiffuse))
    
                    # 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
                    roughness *= 0.1
                    # add a small value because 0.0 is invalid.
                    roughness += (1.0 / 511.0)
    
                    ################################Diffuse Shader######################################
                    # Not used for Full spec (Level=3) of the shader.
                    if material.diffuse_shader == 'OREN_NAYAR' and Level != 3:
                        # 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))
                        # 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:
                        # trying to best match lambert attenuation by that constant brilliance value
                        tabWrite("brilliance 1.8\n")
    
                    if Level == 2:
                        ###########################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))
    
                        # 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))
                            # use extreme phong_size
                            tabWrite("phong_size %.3g\n" % (0.1 + material.specular_toon_smooth / 2.0))
    
                        elif material.specular_shader == 'WARDISO':
                            # 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))
    
                    ####################################################################################
                    elif Level == 1:
                        tabWrite("specular 0\n")
                    elif Level == 3:
                        tabWrite("specular 1\n")
                    tabWrite("diffuse %.3g %.3g\n" % (frontDiffuse, backDiffuse))
    
                    tabWrite("ambient %.3g\n" % material.ambient)
                    # 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
    
                    #POV-Ray just ignores roughness if there's no specular keyword
                    #tabWrite("roughness %.3g\n" % roughness)
    
                    if material.pov.conserve_energy:
                        # added for more realistic shading. Needs some checking to see if it
                        # really works. --Maurice.
                        tabWrite("conserve_energy\n")
    
                    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[:])
                                if material.pov.mirror_metallic:
                                    tabWrite("metallic %.3g" % (raytrace_mirror.reflect_factor))
                                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
                        tabWrite("subsurface { translucency <%.3g, %.3g, %.3g> }\n" % (
                                 (subsurface_scattering.radius[0]),
                                 (subsurface_scattering.radius[1]),
                                 (subsurface_scattering.radius[2]),
                                 )
                                )
    
                    if material.pov.irid_enable:
                        tabWrite("irid { %.4g thickness %.4g turbulence %.4g }" % \
                                 (material.pov.irid_amount, material.pov.irid_thickness,
                                  material.pov.irid_turbulence))
    
                else:
                    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)
    
            if material:
                special_texture_found = False
                for t in material.texture_slots:
                    if(t and t.texture.type == 'IMAGE' and t.use and t.texture.image and
                       (t.use_map_specular or t.use_map_raymir or t.use_map_normal or t.use_map_alpha)):
                        special_texture_found = True
                        continue  # Some texture found
    
                if special_texture_found or colored_specular_found:
                    # Level=1 Means No specular nor Mirror reflection
                    povHasnoSpecularMaps(Level=1)
    
                    # Level=3 Means Maximum Spec and Mirror
                    povHasnoSpecularMaps(Level=3)
    
        def exportCamera():
            camera = scene.camera
    
            # DH disabled for now, this isn't the correct context
            active_object = None  # bpy.context.active_object # does not always work  MR
            matrix = global_matrix * camera.matrix_world
            focal_point = camera.data.dof_distance
    
            # compute resolution
            Qsize = float(render.resolution_x) / float(render.resolution_y)
            tabWrite("#declare camLocation  = <%.6f, %.6f, %.6f>;\n" %
                     matrix.translation[:])
            tabWrite("#declare camLookAt = <%.6f, %.6f, %.6f>;\n" %
                     tuple([degrees(e) for e in matrix.to_3x3().to_euler()]))
    
            tabWrite("camera {\n")
            if scene.pov.baking_enable and active_object and active_object.type == 'MESH':
                tabWrite("mesh_camera{ 1 3\n")  # distribution 3 is what we want here
                tabWrite("mesh{%s}\n" % active_object.name)
                tabWrite("}\n")
                tabWrite("location <0,0,.01>")
                tabWrite("direction <0,0,-1>")
            # Using standard camera otherwise
            else:
                tabWrite("location  <0, 0, 0>\n")
                tabWrite("look_at  <0, 0, -1>\n")
                tabWrite("right <%s, 0, 0>\n" % - Qsize)
                tabWrite("up <0, 1, 0>\n")
                tabWrite("angle  %f\n" % (360.0 * atan(16.0 / camera.data.lens) / pi))
    
                tabWrite("rotate  <%.6f, %.6f, %.6f>\n" % \
                         tuple([degrees(e) for e in matrix.to_3x3().to_euler()]))
                tabWrite("translate <%.6f, %.6f, %.6f>\n" % matrix.translation[:])
                if camera.data.pov.dof_enable and focal_point != 0:
                    tabWrite("aperture %.3g\n" % camera.data.pov.dof_aperture)
                    tabWrite("blur_samples %d %d\n" % \
                             (camera.data.pov.dof_samples_min, camera.data.pov.dof_samples_max))
                    tabWrite("variance 1/%d\n" % camera.data.pov.dof_variance)
                    tabWrite("confidence %.3g\n" % camera.data.pov.dof_confidence)
                    tabWrite("focal_point <0, 0, %f>\n" % focal_point)
            tabWrite("}\n")
    
        def exportLamps(lamps):
            # Incremented after each lamp export to declare its target
            # currently used for Fresnel diffuse shader as their slope vector:
            global lampCount
            lampCount = 0
            # Get all lamps
            for ob in lamps:
                lamp = ob.data
    
                matrix = global_matrix * ob.matrix_world
    
                # Color is modified by energy #muiltiplie by 2 for a better match --Maurice
                color = tuple([c * lamp.energy * 2.0 for c in lamp.color])
    
                tabWrite("light_source {\n")
                tabWrite("< 0,0,0 >\n")
                tabWrite("color rgb<%.3g, %.3g, %.3g>\n" % color)
    
                if lamp.type == 'POINT':
                    pass
                elif lamp.type == 'SPOT':
                    tabWrite("spotlight\n")
    
                    # Falloff is the main radius from the centre line
                    tabWrite("falloff %.2f\n" % (degrees(lamp.spot_size) / 2.0))  # 1 TO 179 FOR BOTH
                    tabWrite("radius %.6f\n" % \
                             ((degrees(lamp.spot_size) / 2.0) * (1.0 - lamp.spot_blend)))
    
                    # Blender does not have a tightness equivilent, 0 is most like blender default.
                    tabWrite("tightness 0\n")  # 0:10f
    
                    tabWrite("point_at  <0, 0, -1>\n")
                elif lamp.type == 'SUN':
                    tabWrite("parallel\n")
                    tabWrite("point_at  <0, 0, -1>\n")  # *must* be after 'parallel'
    
                elif lamp.type == 'AREA':
                    tabWrite("area_illumination\n")
                    tabWrite("fade_distance %.6f\n" % (lamp.distance / 2.0))
                    # Area lights have no falloff type, so always use blenders lamp quad equivalent
                    # for those?
                    tabWrite("fade_power %d\n" % 2)
                    size_x = lamp.size
                    samples_x = lamp.shadow_ray_samples_x
                    if lamp.shape == 'SQUARE':
                        size_y = size_x
                        samples_y = samples_x
                    else:
                        size_y = lamp.size_y
                        samples_y = lamp.shadow_ray_samples_y
    
                    tabWrite("area_light <%.6f,0,0>,<0,%.6f,0> %d, %d\n" % \
                             (size_x, size_y, samples_x, samples_y))
                    if lamp.shadow_ray_sample_method == 'CONSTANT_JITTERED':
                        if lamp.use_jitter:
                            tabWrite("jitter\n")
                    else:
                        tabWrite("adaptive 1\n")
                        tabWrite("jitter\n")
    
                # HEMI never has any shadow_method attribute
                if(not scene.render.use_shadows or lamp.type == 'HEMI' or
                   (lamp.type != 'HEMI' and lamp.shadow_method == 'NOSHADOW')):
                    tabWrite("shadowless\n")
    
                # Sun shouldn't be attenuated. Hemi and area lights have no falloff attribute so they
                # are put to type 2 attenuation a little higher above.
                if lamp.type not in {'SUN', 'AREA', 'HEMI'}:
                    tabWrite("fade_distance %.6f\n" % (lamp.distance / 2.0))
                    if lamp.falloff_type == 'INVERSE_SQUARE':
                        tabWrite("fade_power %d\n" % 2)  # Use blenders lamp quad equivalent
                    elif lamp.falloff_type == 'INVERSE_LINEAR':
                        tabWrite("fade_power %d\n" % 1)  # Use blenders lamp linear
                    # supposing using no fade power keyword would default to constant, no attenuation.
                    elif lamp.falloff_type == 'CONSTANT':
                        pass
                    # Using Custom curve for fade power 3 for now.
                    elif lamp.falloff_type == 'CUSTOM_CURVE':
                        tabWrite("fade_power %d\n" % 4)
    
                writeMatrix(matrix)
    
                tabWrite("}\n")
    
                lampCount += 1
    
                # v(A,B) rotates vector A about origin by vector B.
                file.write("#declare lampTarget%s= vrotate(<%.4g,%.4g,%.4g>,<%.4g,%.4g,%.4g>);\n" % \
                           (lampCount, -(ob.location.x), -(ob.location.y), -(ob.location.z),
                            ob.rotation_euler.x, ob.rotation_euler.y, ob.rotation_euler.z))
    
    ####################################################################################################
    
        def exportMeta(metas):
    
            # TODO - blenders 'motherball' naming is not supported.
    
            if not scene.pov.tempfiles_enable and scene.pov.comments_enable and len(metas) >= 1:
                file.write("//--Blob objects--\n\n")
    
            for ob in metas:
                meta = ob.data
    
                # important because no elements will break parsing.
                elements = [elem for elem in meta.elements if elem.type in {'BALL', 'ELLIPSOID'}]
    
                if elements:
                    tabWrite("blob {\n")
                    tabWrite("threshold %.4g\n" % meta.threshold)
                    importance = ob.pov.importance_value
    
                    try:
                        material = meta.materials[0]  # lame! - blender cant do enything else.
                    except:
                        material = None
    
                    for elem in elements:
                        loc = elem.co
    
                        stiffness = elem.stiffness
                        if elem.use_negative:
                            stiffness = - stiffness
    
                        if elem.type == 'BALL':
    
                            tabWrite("sphere { <%.6g, %.6g, %.6g>, %.4g, %.4g }\n" % \
                                     (loc.x, loc.y, loc.z, elem.radius, stiffness))
    
                            # After this wecould do something simple like...
                            #     "pigment {Blue} }"
                            # except we'll write the color
    
                        elif elem.type == 'ELLIPSOID':
                            # location is modified by scale
                            tabWrite("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))
                            tabWrite("scale <%.6g, %.6g, %.6g> \n" % \
                                     (elem.size_x, elem.size_y, elem.size_z))
    
                    if material:
                        diffuse_color = material.diffuse_color
                        trans = 1.0 - material.alpha
                        if material.use_transparency and material.transparency_method == 'RAYTRACE':
                            povFilter = material.raytrace_transparency.filter * (1.0 - material.alpha)
                            trans = (1.0 - material.alpha) - povFilter
                        else:
                            povFilter = 0.0
    
                        material_finish = materialNames[material.name]
    
                        tabWrite("pigment {rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>} \n" % \
                                 (diffuse_color[0], diffuse_color[1], diffuse_color[2],
                                  povFilter, trans))
                        tabWrite("finish {%s}\n" % safety(material_finish, Level=2))
    
                    else:
                        tabWrite("pigment {rgb<1 1 1>} \n")
                        # Write the finish last.
                        tabWrite("finish {%s}\n" % (safety(DEF_MAT_NAME, Level=2)))
    
                    writeObjectMaterial(material, ob)
    
                    writeMatrix(global_matrix * ob.matrix_world)
                    # Importance for radiosity sampling added here
                    tabWrite("radiosity { \n")
                    tabWrite("importance %3g \n" % importance)
                    tabWrite("}\n")
    
                    tabWrite("}\n")  # End of Metaball block
    
                    if not scene.pov.tempfiles_enable and scene.pov.comments_enable and len(metas) >= 1:
                        file.write("\n")
    
    #    objectNames = {}
        DEF_OBJ_NAME = "Default"
    
        def exportMeshes(scene, sel):
    #        obmatslist = []
    #        def hasUniqueMaterial():
    #            # Grab materials attached to object instances ...
    #            if hasattr(ob, 'material_slots'):
    #                for ms in ob.material_slots:
    #                    if ms.material != None and ms.link == 'OBJECT':
    #                        if ms.material in obmatslist:
    #                            return False
    #                        else:
    #                            obmatslist.append(ms.material)
    #                            return True
    #        def hasObjectMaterial(ob):
    #            # Grab materials attached to object instances ...
    #            if hasattr(ob, 'material_slots'):
    #                for ms in ob.material_slots:
    #                    if ms.material != None and ms.link == 'OBJECT':
    #                        # If there is at least one material slot linked to the object
    #                        # and not the data (mesh), always create a new, "private" data instance.
    #                        return True
    #            return False
            # For objects using local material(s) only!
            # This is a mapping between a tuple (dataname, materialnames, ...), and the POV dataname.
            # As only objects using:
            #     * The same data.
            #     * EXACTLY the same materials, in EXACTLY the same sockets.
            # ... can share a same instance in POV export.
            obmats2data = {}
    
            def checkObjectMaterials(ob, name, dataname):
                if hasattr(ob, 'material_slots'):
                    has_local_mats = False
                    key = [dataname]
                    for ms in ob.material_slots:
                        if ms.material != None:
                            key.append(ms.material.name)
                            if ms.link == 'OBJECT' and not has_local_mats:
                                has_local_mats = True
                        else:
                            # Even if the slot is empty, it is important to grab it...
                            key.append("")
                    if has_local_mats:
                        # If this object uses local material(s), lets find if another object
                        # using the same data and exactly the same list of materials
                        # (in the same slots) has already been processed...
                        # Note that here also, we use object name as new, unique dataname for Pov.
                        key = tuple(key)  # Lists are not hashable...
                        if key not in obmats2data:
                            obmats2data[key] = name
                        return obmats2data[key]
                return None
    
            data_ref = {}
    
            def store(scene, ob, name, dataname, matrix):
                # The Object needs to be written at least once but if its data is
                # already in data_ref this has already been done.
                # This func returns the "povray" name of the data, or None
                # if no writing is needed.
                if ob.is_modified(scene, 'RENDER'):
                    # Data modified.
                    # Create unique entry in data_ref by using object name
                    # (always unique in Blender) as data name.
                    data_ref[name] = [(name, MatrixAsPovString(matrix))]
                    return name
                # Here, we replace dataname by the value returned by checkObjectMaterials, only if
                # it is not evaluated to False (i.e. only if the object uses some local material(s)).
                dataname = checkObjectMaterials(ob, name, dataname) or dataname
                if dataname in data_ref:
                    # Data already known, just add the object instance.
                    data_ref[dataname].append((name, MatrixAsPovString(matrix)))
                    # No need to write data
                    return None
                else:
                    # Data not yet processed, create a new entry in data_ref.
                    data_ref[dataname] = [(name, MatrixAsPovString(matrix))]
                    return dataname
    
            ob_num = 0
            for ob in sel:
                ob_num += 1
    
                # XXX I moved all those checks here, as there is no need to compute names
                #     for object we won't export here!
                if ob.type in {'LAMP', 'CAMERA', 'EMPTY', 'META', 'ARMATURE', 'LATTICE'}:
                    continue
                       
                # Export Hair
                renderEmitter = True
                if hasattr(ob, 'particle_systems'):
                    renderEmitter = False
                    for pSys in ob.particle_systems:
                        if pSys.settings.use_render_emitter:
                            renderEmitter = True
                        for mod in [m for m in ob.modifiers if (m is not None) and (m.type == 'PARTICLE_SYSTEM')]:
                            if (pSys.settings.render_type == 'PATH') and mod.show_render and (pSys.name == mod.particle_system.name):
                                tstart = time.time()
                                if ob.active_material is not None:
                                    pmaterial = ob.active_material
                                    if pmaterial.strand.use_blender_units:
                                        strandStart = pmaterial.strand.root_size
                                        strandEnd = pmaterial.strand.tip_size
                                        strandShape = pmaterial.strand.shape 
                                    else:  # Blender unit conversion
                                        strandStart = pmaterial.strand.root_size / 200.0
                                        strandEnd = pmaterial.strand.tip_size / 200.0
                                        strandShape = pmaterial.strand.shape
                                else:
                                    pmaterial = "default"  # No material assigned in blender, use default one
                                    strandStart = 0.01
                                    strandEnd = 0.01
                                    strandShape = 0.0
                                # Set the number of particles to render count rather than 3d view display    
                                pSys.set_resolution(scene, ob, 'RENDER')    
                                steps = pSys.settings.draw_step
                                steps = 3 ** steps # or (power of 2 rather than 3) + 1 # Formerly : len(particle.hair_keys)
                                
                                totalNumberOfHairs = ( len(pSys.particles) + len(pSys.child_particles) )
                                #hairCounter = 0
                                file.write('#declare HairArray = array[%i] {\n' % totalNumberOfHairs)
                                for pindex in range(0, totalNumberOfHairs):
    
                                    #if particle.is_exist and particle.is_visible:
                                        #hairCounter += 1
                                        #controlPointCounter = 0
                                        # Each hair is represented as a separate sphere_sweep in POV-Ray.
                                        
                                        file.write('sphere_sweep{')
                                        if pSys.settings.use_hair_bspline:
                                            file.write('b_spline ')
                                            file.write('%i,\n' % (steps + 2))  # +2 because the first point needs tripling to be more than a handle in POV
                                        else:
                                            file.write('linear_spline ')
                                            file.write('%i,\n' % (steps))
                                            
                                        for step in range(0, steps):
                                            co = pSys.co_hair(ob, mod, pindex, step)
                                        #for controlPoint in particle.hair_keys:
                                            if pSys.settings.clump_factor != 0:
                                                hDiameter = pSys.settings.clump_factor / 200.0 * random.uniform(0.5, 1)
                                            elif step == 0:
                                                hDiameter = strandStart
                                            else:
                                                hDiameter += (strandEnd-strandStart)/(pSys.settings.draw_step+1) #XXX +1 or not?
                                            if step == 0 and pSys.settings.use_hair_bspline:
                                                # Write three times the first point to compensate pov Bezier handling
                                                file.write('<%.6g,%.6g,%.6g>,%.7g,\n' % (co[0], co[1], co[2], abs(hDiameter)))
                                                file.write('<%.6g,%.6g,%.6g>,%.7g,\n' % (co[0], co[1], co[2], abs(hDiameter)))                                          
                                                #file.write('<%.6g,%.6g,%.6g>,%.7g' % (particle.location[0], particle.location[1], particle.location[2], abs(hDiameter))) # Useless because particle location is the tip, not the root.
                                                #file.write(',\n')
                                            #controlPointCounter += 1
                                            #totalNumberOfHairs += len(pSys.particles)# len(particle.hair_keys)
                                                 
                                          # Each control point is written out, along with the radius of the
                                          # hair at that point.
                                            file.write('<%.6g,%.6g,%.6g>,%.7g' % (co[0], co[1], co[2], abs(hDiameter)))
    
                                          # All coordinates except the last need a following comma.
    
                                            if step != steps - 1:
                                                file.write(',\n')
                                            else:
                                                # End the sphere_sweep declaration for this hair
                                                file.write('}\n')
                                            
                                          # All but the final sphere_sweep (each array element) needs a terminating comma.
    
                                        if pindex != totalNumberOfHairs:
                                            file.write(',\n')
                                        else:
                                            file.write('\n')
    
                                # End the array declaration.
    
                                file.write('}\n')
                                file.write('\n')
    
                                # Pick up the hair color and create a default POV-Ray hair texture.
    
                                file.write('#ifndef (HairTexture)\n')
                                file.write('  #declare HairTexture = texture {\n')
                                file.write('    pigment {rgbt <%s,%s,%s,%s>}\n' % (pmaterial.diffuse_color[0], pmaterial.diffuse_color[1], pmaterial.diffuse_color[2], (pmaterial.strand.width_fade + 0.05)))
                                file.write('  }\n')
                                file.write('#end\n')
                                file.write('\n')
    
                                # Dynamically create a union of the hairs (or a subset of the hairs).
                                # By default use every 25th hair, which is usually ok for test renders.
    
                                file.write('#ifndef(HairStep) #declare HairStep = %d; #end\n' % ((totalNumberOfHairs/(totalNumberOfHairs * pSys.settings.draw_percentage / 100))))
                                file.write('union{\n')
                                file.write('  #local I = 0;\n')
                                file.write('  #while (I < %i)\n' % totalNumberOfHairs)
                                file.write('    object {HairArray[I] texture{HairTexture}\n')
                                
                                # Translucency of the hair:
                                file.write('        hollow\n')
                                file.write('        double_illuminate\n')
                                file.write('        interior {\n')
                                file.write('            ior 1.45\n')
                                file.write('            media {\n')
                                file.write('                scattering { 1, 10*<0.73, 0.35, 0.15> /*extinction 0*/ }\n')
                                file.write('                absorption 10/<0.83, 0.75, 0.15>\n')
                                file.write('                samples 1\n')
                                file.write('                method 2\n')
                                file.write('                density {\n')
                                file.write('                    color_map {\n')
                                file.write('                        [0.0 rgb <0.83, 0.45, 0.35>]\n')
                                file.write('                        [0.5 rgb <0.8, 0.8, 0.4>]\n')
                                file.write('                        [1.0 rgb <1,1,1>]\n')
                                file.write('                    }\n')
                                file.write('                }\n')
                                file.write('            }\n')
                                file.write('        }\n')
                                file.write('    }\n')
                                
                                file.write('    #local I = I + HairStep;\n')
                                file.write('  #end\n')
                                
                                writeMatrix(global_matrix * ob.matrix_world)
    
                                
                                file.write('}')
                                print('Totals hairstrands written: %i' % totalNumberOfHairs)
                                print('Number of tufts (particle systems)', len(ob.particle_systems))
                                
                                # Set back the displayed number of particles to preview count
                                pSys.set_resolution(scene, ob, 'PREVIEW')
                                
                                if renderEmitter == False:
                                    continue #don't render mesh, skip to next object.
                try:
                    me = ob.to_mesh(scene, True, 'RENDER')
                except:
                    # happens when curves cant be made into meshes because of no-data
                    continue
    
                importance = ob.pov.importance_value
                me_materials = me.materials
                me_faces = me.tessfaces[:]
                
                if not me or not me_faces:
                    continue
    
    #############################################
                # Generating a name for object just like materials to be able to use it
                # (baking for now or anything else).
                # XXX I don't understand that: if we are here, sel if a non-empty iterable,
                #     so this condition is always True, IMO -- mont29
                if sel:
                    name_orig = "OB" + ob.name
                    dataname_orig = "DATA" + ob.data.name
                else:
                    name_orig = DEF_OBJ_NAME
                    dataname_orig = DEF_OBJ_NAME
                name = string_strip_hyphen(bpy.path.clean_name(name_orig))
                dataname = string_strip_hyphen(bpy.path.clean_name(dataname_orig))
    ##            for slot in ob.material_slots:
    ##                if slot.material != None and slot.link == 'OBJECT':
    ##                    obmaterial = slot.material
    
    #############################################
    
                if info_callback:
                    info_callback("Object %2.d of %2.d (%s)" % (ob_num, len(sel), ob.name))
    
                #if ob.type != 'MESH':
                #    continue
                # me = ob.data
    
                matrix = global_matrix * ob.matrix_world
                povdataname = store(scene, ob, name, dataname, matrix)
                if povdataname is None:
                    print("This is an instance")
                    continue
    
                print("Writing Down First Occurence")
    
                uv_textures = me.tessface_uv_textures
                if len(uv_textures) > 0:
                    if me.uv_textures.active and uv_textures.active.data:
                        uv_layer = uv_textures.active.data
                else:
                    uv_layer = None
    
                try:
                    vcol_layer = me.vertex_colors.active.data
                except AttributeError:
                    vcol_layer = None
    
                faces_verts = [f.vertices[:] for f in me_faces]
                faces_normals = [f.normal[:] for f in me_faces]
                verts_normals = [v.normal[:] for v in me.vertices]
    
                # quads incur an extra face
                quadCount = sum(1 for f in faces_verts if len(f) == 4)
    
                # Use named declaration to allow reference e.g. for baking. MR
                file.write("\n")
                tabWrite("#declare %s =\n" % povdataname)
                tabWrite("mesh2 {\n")
                tabWrite("vertex_vectors {\n")
                tabWrite("%d" % len(me.vertices))  # vert count
    
                tabStr = tab * tabLevel
                for v in me.vertices:
                    if not scene.pov.tempfiles_enable and scene.pov.list_lf_enable:
                        file.write(",\n")
                        file.write(tabStr + "<%.6f, %.6f, %.6f>" % v.co[:])  # vert count
                    else:
                        file.write(", ")
                        file.write("<%.6f, %.6f, %.6f>" % v.co[:])  # vert count
                    #tabWrite("<%.6f, %.6f, %.6f>" % v.co[:])  # vert count
                file.write("\n")
                tabWrite("}\n")
    
                # Build unique Normal list
                uniqueNormals = {}
                for fi, f in enumerate(me_faces):
                    fv = faces_verts[fi]
                    # [-1] is a dummy index, use a list so we can modify in place
                    if f.use_smooth:  # Use vertex normals
                        for v in fv:
                            key = verts_normals[v]
                            uniqueNormals[key] = [-1]
                    else:  # Use face normal
                        key = faces_normals[fi]
                        uniqueNormals[key] = [-1]
    
                tabWrite("normal_vectors {\n")
                tabWrite("%d" % len(uniqueNormals))  # vert count
                idx = 0
                tabStr = tab * tabLevel
                for no, index in uniqueNormals.items():
                    if not scene.pov.tempfiles_enable and scene.pov.list_lf_enable:
                        file.write(",\n")
                        file.write(tabStr + "<%.6f, %.6f, %.6f>" % no)  # vert count
                    else:
                        file.write(", ")
                        file.write("<%.6f, %.6f, %.6f>" % no)  # vert count
                    index[0] = idx
                    idx += 1
                file.write("\n")
                tabWrite("}\n")
    
                # Vertex colors
                vertCols = {}  # Use for material colors also.
    
                if uv_layer:
                    # Generate unique UV's
                    uniqueUVs = {}
                    #n = 0
                    for fi, uv in enumerate(uv_layer):
    
                        if len(faces_verts[fi]) == 4:
                            uvs = uv_layer[fi].uv[0], uv_layer[fi].uv[1], uv_layer[fi].uv[2], uv_layer[fi].uv[3]
                        else:
                            uvs = uv_layer[fi].uv[0], uv_layer[fi].uv[1], uv_layer[fi].uv[2]
    
                        for uv in uvs:
                            uniqueUVs[uv[:]] = [-1]
    
                    tabWrite("uv_vectors {\n")
                    #print unique_uvs
                    tabWrite("%d" % len(uniqueUVs))  # vert count
                    idx = 0
                    tabStr = tab * tabLevel
                    for uv, index in uniqueUVs.items():
                        if not scene.pov.tempfiles_enable and scene.pov.list_lf_enable:
                            file.write(",\n")
                            file.write(tabStr + "<%.6f, %.6f>" % uv)
                        else:
                            file.write(", ")
                            file.write("<%.6f, %.6f>" % uv)
                        index[0] = idx
                        idx += 1
                    '''
                    else:
                        # Just add 1 dummy vector, no real UV's
                        tabWrite('1') # vert count
                        file.write(',\n\t\t<0.0, 0.0>')
                    '''
                    file.write("\n")
                    tabWrite("}\n")
    
                if me.vertex_colors:
    
                    for fi, f in enumerate(me_faces):
                        # annoying, index may be invalid
                        material_index = f.material_index
                        try:
                            material = me_materials[material_index]
                        except:
                            material = None
    
                        if material and material.use_vertex_color_paint:
    
                            col = vcol_layer[fi]
    
                            if len(faces_verts[fi]) == 4:
                                cols = col.color1, col.color2, col.color3, col.color4
                            else:
                                cols = col.color1, col.color2, col.color3
    
                            for col in cols:
                                key = col[0], col[1], col[2], material_index  # Material index!
                                vertCols[key] = [-1]
    
                        else:
                            if material:
                                # Multiply diffuse with SSS Color
                                if material.subsurface_scattering.use:
                                    diffuse_color = [i * j for i, j in zip(material.subsurface_scattering.color[:], material.diffuse_color[:])]
                                    key = diffuse_color[0], diffuse_color[1], diffuse_color[2], \
                                          material_index
                                    vertCols[key] = [-1]
                                else:
                                    diffuse_color = material.diffuse_color[:]
                                    key = diffuse_color[0], diffuse_color[1], diffuse_color[2], \
                                          material_index
                                    vertCols[key] = [-1]
    
                else:
                    # No vertex colors, so write material colors as vertex colors
                    for i, material in enumerate(me_materials):
    
                        if material:
                            # Multiply diffuse with SSS Color
                            if material.subsurface_scattering.use:
                                diffuse_color = [i * j for i, j in zip(material.subsurface_scattering.color[:], material.diffuse_color[:])]
                                key = diffuse_color[0], diffuse_color[1], diffuse_color[2], i  # i == f.mat
                                vertCols[key] = [-1]
                            else:
                                diffuse_color = material.diffuse_color[:]
                                key = diffuse_color[0], diffuse_color[1], diffuse_color[2], i  # i == f.mat
                                vertCols[key] = [-1]
    
                            idx = 0
                            LocalMaterialNames = []                        
                            for col, index in vertCols.items():
                                #if me_materials:
                                material = me_materials[col[3]]
                                if me_materials == None: #XXX working?
                                    material_finish = DEF_MAT_NAME  # not working properly,
                                    trans = 0.0
    
                                else:
                                    material_finish = materialNames[material.name]                        
                                    if material.use_transparency:
                                        trans = 1.0 - material.alpha
                                    else:
                                        trans = 0.0                            
                                    if (material.specular_color.r == material.specular_color.g) and (material.specular_color.r == material.specular_color.b):
                                        colored_specular_found = False
                                    else:
                                        colored_specular_found = True
    
                                    if material.use_transparency and material.transparency_method == 'RAYTRACE':
                                        povFilter = material.raytrace_transparency.filter * (1.0 - material.alpha)
                                        trans = (1.0 - material.alpha) - povFilter
                                    else:
                                        povFilter = 0.0
                                        
                                    ##############SF
                                    texturesDif = ""
                                    texturesSpec = ""
                                    texturesNorm = ""
                                    texturesAlpha = ""
                                    for t in material.texture_slots:
                                        if t and t.texture.type == 'IMAGE' and t.use and t.texture.image:
                                            image_filename = path_image(t.texture.image)
                                            imgGamma = ""
                                            if image_filename:
                                                if t.use_map_color_diffuse:
                                                    texturesDif = image_filename
                                                    # colvalue = t.default_value  # UNUSED
                                                    t_dif = t
                                                    if t_dif.texture.pov.tex_gamma_enable:
                                                        imgGamma = (" gamma %.3g " % t_dif.texture.pov.tex_gamma_value)
                                                if t.use_map_specular or t.use_map_raymir:
                                                    texturesSpec = image_filename
                                                    # colvalue = t.default_value  # UNUSED
                                                    t_spec = t
                                                if t.use_map_normal:
                                                    texturesNorm = image_filename
                                                    # colvalue = t.normal_factor * 10.0  # UNUSED
                                                    #textNormName=t.texture.image.name + ".normal"
                                                    #was the above used? --MR
                                                    t_nor = t
                                                if t.use_map_alpha:
                                                    texturesAlpha = image_filename
                                                    # colvalue = t.alpha_factor * 10.0  # UNUSED
                                                    #textDispName=t.texture.image.name + ".displ"
                                                    #was the above used? --MR
                                                    t_alpha = t
    
                                    ####################################################################################
    
    
                                    file.write("\n")
                                    # THIS AREA NEEDS TO LEAVE THE TEXTURE OPEN UNTIL ALL MAPS ARE WRITTEN DOWN.
                                    # --MR
                                    currentMatName = string_strip_hyphen(materialNames[material.name])
                                    LocalMaterialNames.append(currentMatName)
                                    file.write("\n #declare MAT_%s = \ntexture{\n" % currentMatName)
    
                                    ################################################################################
                                    if material.diffuse_shader == 'MINNAERT':
                                        tabWrite("\n")
                                        tabWrite("aoi\n")
                                        tabWrite("texture_map {\n")
                                        tabWrite("[%.3g finish {diffuse %.3g}]\n" % \
                                                 (material.darkness / 2.0, 2.0 - material.darkness))
                                        tabWrite("[%.3g\n" % (1.0 - (material.darkness / 2.0)))
    
                                    if material.diffuse_shader == 'FRESNEL':
                                        # For FRESNEL diffuse in POV, we'll layer slope patterned textures
                                        # with lamp vector as the slope vector and nest one slope per lamp
                                        # into each texture map's entry.
    
                                        c = 1
                                        while (c <= lampCount):
                                            tabWrite("slope { lampTarget%s }\n" % (c))
                                            tabWrite("texture_map {\n")
                                            # Diffuse Fresnel value and factor go up to five,
                                            # other kind of values needed: used the number 5 below to remap
                                            tabWrite("[%.3g finish {diffuse %.3g}]\n" % \
                                                     ((5.0 - material.diffuse_fresnel) / 5,
                                                      (material.diffuse_intensity *
                                                       ((5.0 - material.diffuse_fresnel_factor) / 5))))
                                            tabWrite("[%.3g\n" % ((material.diffuse_fresnel_factor / 5) *
                                                                  (material.diffuse_fresnel / 5.0)))
                                            c += 1
    
                                    # if shader is a 'FRESNEL' or 'MINNAERT': slope pigment pattern or aoi
                                    # and texture map above, the rest below as one of its entry
    
                                    if texturesSpec != "" or texturesAlpha != "":
                                        if texturesSpec != "":
                                            # tabWrite("\n")
                                            tabWrite("pigment_pattern {\n")
                                            # POV-Ray "scale" is not a number of repetitions factor, but its
                                            # inverse, a standard scale factor.
                                            # Offset seems needed relatively to scale so probably center of the
                                            # scale is not the same in blender and POV
                                            mappingSpec = "translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>\n" % \
                                                          (-t_spec.offset.x, t_spec.offset.y, t_spec.offset.z,
                                                           1.0 / t_spec.scale.x, 1.0 / t_spec.scale.y,
                                                           1.0 / t_spec.scale.z)
                                            tabWrite("uv_mapping image_map{%s \"%s\" %s}\n" % \
                                                     (imageFormat(texturesSpec), texturesSpec, imgMap(t_spec)))
                                            tabWrite("%s\n" % mappingSpec)
                                            tabWrite("}\n")
                                            tabWrite("texture_map {\n")
                                            tabWrite("[0 \n")
    
                                        if texturesDif == "":
                                            if texturesAlpha != "":
                                                tabWrite("\n")
                                                # POV-Ray "scale" is not a number of repetitions factor, but its
                                                # inverse, a standard scale factor.
                                                # Offset seems needed relatively to scale so probably center of the
                                                # scale is not the same in blender and POV
                                                mappingAlpha = " translate <%.4g, %.4g, %.4g> " \
                                                               "scale <%.4g, %.4g, %.4g>\n" % \
                                                               (-t_alpha.offset.x, -t_alpha.offset.y,
                                                                t_alpha.offset.z, 1.0 / t_alpha.scale.x,
                                                                1.0 / t_alpha.scale.y, 1.0 / t_alpha.scale.z)
                                                tabWrite("pigment {pigment_pattern {uv_mapping image_map" \
                                                         "{%s \"%s\" %s}%s" % \
                                                         (imageFormat(texturesAlpha), texturesAlpha,
                                                          imgMap(t_alpha), mappingAlpha))
                                                tabWrite("}\n")
                                                tabWrite("pigment_map {\n")
                                                tabWrite("[0 color rgbft<0,0,0,1,1>]\n")
                                                tabWrite("[1 color rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>]\n" % \
                                                         (col[0], col[1], col[2], povFilter, trans))
                                                tabWrite("}\n")
                                                tabWrite("}\n")
    
                                            else:
    
                                                tabWrite("pigment {rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>}\n" % \
                                                         (col[0], col[1], col[2], povFilter, trans))
    
                                            if texturesSpec != "":
                                                # Level 1 is no specular
                                                tabWrite("finish {%s}\n" % (safety(material_finish, Level=1)))
    
                                            else:
                                                # Level 2 is translated spec
                                                tabWrite("finish {%s}\n" % (safety(material_finish, Level=2)))
    
                                        else:
                                            # POV-Ray "scale" is not a number of repetitions factor, but its
                                            # inverse, a standard scale factor.
                                            # Offset seems needed relatively to scale so probably center of the
                                            # scale is not the same in blender and POV
                                            mappingDif = ("translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>" % \
                                                          (-t_dif.offset.x, -t_dif.offset.y, t_dif.offset.z,
                                                           1.0 / t_dif.scale.x, 1.0 / t_dif.scale.y,
                                                           1.0 / t_dif.scale.z))
                                            if texturesAlpha != "":
                                                # POV-Ray "scale" is not a number of repetitions factor, but its
                                                # inverse, a standard scale factor.
                                                # Offset seems needed relatively to scale so probably center of the
                                                # scale is not the same in blender and POV
                                                mappingAlpha = " translate <%.4g,%.4g,%.4g> " \
                                                               "scale <%.4g,%.4g,%.4g>" % \
                                                               (-t_alpha.offset.x, -t_alpha.offset.y,
                                                                t_alpha.offset.z, 1.0 / t_alpha.scale.x,
                                                                1.0 / t_alpha.scale.y, 1.0 / t_alpha.scale.z)
                                                tabWrite("pigment {\n")
                                                tabWrite("pigment_pattern {\n")
                                                tabWrite("uv_mapping image_map{%s \"%s\" %s}%s}\n" % \
                                                         (imageFormat(texturesAlpha), texturesAlpha,
                                                          imgMap(t_alpha), mappingAlpha))
                                                tabWrite("pigment_map {\n")
                                                tabWrite("[0 color rgbft<0,0,0,1,1>]\n")
                                                tabWrite("[1 uv_mapping image_map {%s \"%s\" %s} %s]\n" % \
                                                         (imageFormat(texturesDif), texturesDif,
                                                          (imgGamma + imgMap(t_dif)), mappingDif))
                                                tabWrite("}\n")
                                                tabWrite("}\n")
    
                                            else:
                                                tabWrite("pigment {uv_mapping image_map {%s \"%s\" %s}%s}\n" % \
                                                         (imageFormat(texturesDif), texturesDif,
                                                          (imgGamma + imgMap(t_dif)), mappingDif))
    
                                            if texturesSpec != "":
                                                # Level 1 is no specular
                                                tabWrite("finish {%s}\n" % (safety(material_finish, Level=1)))
    
                                            else:
                                                # Level 2 is translated specular
                                                tabWrite("finish {%s}\n" % (safety(material_finish, Level=2)))
    
                                            ## scale 1 rotate y*0
                                            #imageMap = ("{image_map {%s \"%s\" %s }\n" % \
                                            #            (imageFormat(textures),textures,imgMap(t_dif)))
                                            #tabWrite("uv_mapping pigment %s} %s finish {%s}\n" % \
                                            #         (imageMap,mapping,safety(material_finish)))
                                            #tabWrite("pigment {uv_mapping image_map {%s \"%s\" %s}%s} " \
                                            #         "finish {%s}\n" % \
                                            #         (imageFormat(texturesDif), texturesDif, imgMap(t_dif),
                                            #          mappingDif, safety(material_finish)))
                                        if texturesNorm != "":
                                            ## scale 1 rotate y*0
                                            # POV-Ray "scale" is not a number of repetitions factor, but its
                                            # inverse, a standard scale factor.
                                            # Offset seems needed relatively to scale so probably center of the
                                            # scale is not the same in blender and POV
                                            mappingNor = " translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>" % \
                                                         (-t_nor.offset.x, -t_nor.offset.y, t_nor.offset.z,
                                                          1.0 / t_nor.scale.x, 1.0 / t_nor.scale.y,
                                                          1.0 / t_nor.scale.z)
                                            #imageMapNor = ("{bump_map {%s \"%s\" %s mapping}" % \
                                            #               (imageFormat(texturesNorm),texturesNorm,imgMap(t_nor)))
                                            #We were not using the above maybe we should?
                                            tabWrite("normal {uv_mapping bump_map " \
                                                     "{%s \"%s\" %s  bump_size %.4g }%s}\n" % \
                                                     (imageFormat(texturesNorm), texturesNorm, imgMap(t_nor),
                                                      t_nor.normal_factor * 10, mappingNor))
                                        if texturesSpec != "":
                                            tabWrite("]\n")
                                        ##################Second index for mapping specular max value###############
                                            tabWrite("[1 \n")
    
                                    if texturesDif == "" and material.pov.replacement_text == "":
                                        if texturesAlpha != "":
                                            # POV-Ray "scale" is not a number of repetitions factor, but its inverse,
                                            # a standard scale factor.
                                            # Offset seems needed relatively to scale so probably center of the scale
                                            # is not the same in blender and POV
                                            # Strange that the translation factor for scale is not the same as for
                                            # translate.
                                            # TODO: verify both matches with blender internal.
                                            mappingAlpha = " translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>\n" % \
                                                           (-t_alpha.offset.x, -t_alpha.offset.y, t_alpha.offset.z,
                                                            1.0 / t_alpha.scale.x, 1.0 / t_alpha.scale.y,
                                                            1.0 / t_alpha.scale.z)
                                            tabWrite("pigment {pigment_pattern {uv_mapping image_map" \
                                                     "{%s \"%s\" %s}%s}\n" % \
                                                     (imageFormat(texturesAlpha), texturesAlpha, imgMap(t_alpha),
                                                      mappingAlpha))
                                            tabWrite("pigment_map {\n")
                                            tabWrite("[0 color rgbft<0,0,0,1,1>]\n")
                                            tabWrite("[1 color rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>]\n" % \
                                                     (col[0], col[1], col[2], povFilter, trans))
                                            tabWrite("}\n")
                                            tabWrite("}\n")
    
                                        else:
                                            tabWrite("pigment {rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>}\n" % \
                                                     (col[0], col[1], col[2], povFilter, trans))
                                                     
                                                                    
                                        if texturesSpec != "":
                                            # Level 3 is full specular
                                            tabWrite("finish {%s}\n" % (safety(material_finish, Level=3)))
                                            
                                        elif colored_specular_found:
                                            # Level 1 is no specular
                                            tabWrite("finish {%s}\n" % (safety(material_finish, Level=1)))
    
                                        else:
                                            # Level 2 is translated specular
                                            tabWrite("finish {%s}\n" % (safety(material_finish, Level=2)))
    
                                    elif material.pov.replacement_text == "":
                                        # POV-Ray "scale" is not a number of repetitions factor, but its inverse,
                                        # a standard scale factor.
                                        # Offset seems needed relatively to scale so probably center of the scale is
                                        # not the same in blender and POV
                                        # Strange that the translation factor for scale is not the same as for
                                        # translate.
                                        # TODO: verify both matches with blender internal.
                                        mappingDif = ("translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>" % \
                                                      (-t_dif.offset.x, -t_dif.offset.y, t_dif.offset.z,
                                                       1.0 / t_dif.scale.x, 1.0 / t_dif.scale.y, 1.0 / t_dif.scale.z))
                                        if texturesAlpha != "":
                                            # Strange that the translation factor for scale is not the same as for
                                            # translate.
                                            # TODO: verify both matches with blender internal.
                                            mappingAlpha = "translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>" % \
                                                           (-t_alpha.offset.x, -t_alpha.offset.y, t_alpha.offset.z,
                                                            1.0 / t_alpha.scale.x, 1.0 / t_alpha.scale.y,
                                                            1.0 / t_alpha.scale.z)
                                            tabWrite("pigment {pigment_pattern {uv_mapping image_map" \
                                                     "{%s \"%s\" %s}%s}\n" % \
                                                     (imageFormat(texturesAlpha), texturesAlpha, imgMap(t_alpha),
                                                      mappingAlpha))
                                            tabWrite("pigment_map {\n")
                                            tabWrite("[0 color rgbft<0,0,0,1,1>]\n")
                                            tabWrite("[1 uv_mapping image_map {%s \"%s\" %s} %s]\n" % \
                                                     (imageFormat(texturesDif), texturesDif,
                                                      (imgMap(t_dif) + imgGamma), mappingDif))
                                            tabWrite("}\n")
                                            tabWrite("}\n")
    
                                        else:
                                            tabWrite("pigment {\n")
                                            tabWrite("uv_mapping image_map {\n")
                                            #tabWrite("%s \"%s\" %s}%s\n" % \
                                            #         (imageFormat(texturesDif), texturesDif,
                                            #         (imgGamma + imgMap(t_dif)),mappingDif))
                                            tabWrite("%s \"%s\" \n" % (imageFormat(texturesDif), texturesDif))
                                            tabWrite("%s\n" % (imgGamma + imgMap(t_dif)))
                                            tabWrite("}\n")
                                            tabWrite("%s\n" % mappingDif)
                                            tabWrite("}\n")
                                              
                                        if texturesSpec != "":
                                            # Level 3 is full specular
                                            tabWrite("finish {%s}\n" % (safety(material_finish, Level=3)))                  
                                        else:
                                            # Level 2 is translated specular
                                            tabWrite("finish {%s}\n" % (safety(material_finish, Level=2)))
    
                                        ## scale 1 rotate y*0
                                        #imageMap = ("{image_map {%s \"%s\" %s }" % \
                                        #            (imageFormat(textures), textures,imgMap(t_dif)))
                                        #file.write("\n\t\t\tuv_mapping pigment %s} %s finish {%s}" % \
                                        #           (imageMap, mapping, safety(material_finish)))
                                        #file.write("\n\t\t\tpigment {uv_mapping image_map " \
                                        #           "{%s \"%s\" %s}%s} finish {%s}" % \
                                        #           (imageFormat(texturesDif), texturesDif,imgMap(t_dif),
                                        #            mappingDif, safety(material_finish)))
                                    if texturesNorm != "" and material.pov.replacement_text == "":
                                        ## scale 1 rotate y*0
                                        # POV-Ray "scale" is not a number of repetitions factor, but its inverse,
                                        # a standard scale factor.
                                        # Offset seems needed relatively to scale so probably center of the scale is
                                        # not the same in blender and POV
                                        mappingNor = (" translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>" % \
                                                      (-t_nor.offset.x, -t_nor.offset.y, t_nor.offset.z,
                                                       1.0 / t_nor.scale.x, 1.0 / t_nor.scale.y, 1.0 / t_nor.scale.z))
                                        #imageMapNor = ("{bump_map {%s \"%s\" %s mapping}" % \
                                        #               (imageFormat(texturesNorm),texturesNorm,imgMap(t_nor)))
                                        #We were not using the above maybe we should?
                                        tabWrite("normal {uv_mapping bump_map {%s \"%s\" %s  bump_size %.4g }%s}\n" % \
                                                 (imageFormat(texturesNorm), texturesNorm, imgMap(t_nor),
                                                  t_nor.normal_factor * 10.0, mappingNor))
                                    if texturesSpec != "" and material.pov.replacement_text == "":
                                        tabWrite("]\n")
    
                                        tabWrite("}\n")
    
                                    #End of slope/ior texture_map
                                    if material.diffuse_shader == 'MINNAERT' and material.pov.replacement_text == "":
                                        tabWrite("]\n")
                                        tabWrite("}\n")
                                    if material.diffuse_shader == 'FRESNEL' and material.pov.replacement_text == "":
                                        c = 1
                                        while (c <= lampCount):
                                            tabWrite("]\n")
                                            tabWrite("}\n")
                                            c += 1
    
                                      
                                            
                                    # Close first layer of POV "texture" (Blender material)
                                    tabWrite("}\n")
                                    
                                    if (material.specular_color.r == material.specular_color.g) and (material.specular_color.r == material.specular_color.b):
                                        colored_specular_found = False
                                    else:
                                        colored_specular_found = True
                                        
                                    # Write another layered texture using invisible diffuse and metallic trick 
                                    # to emulate colored specular highlights
                                    special_texture_found = False
                                    for t in material.texture_slots:
                                        if(t and t.texture.type == 'IMAGE' and t.use and t.texture.image and
                                           (t.use_map_specular or t.use_map_raymir)):
                                            # Specular mapped textures would conflict with colored specular
                                            # because POV can't layer over or under pigment patterned textures
                                            special_texture_found = True
                                    
                                    if colored_specular_found and not special_texture_found:
                                        if not scene.pov.tempfiles_enable and scene.pov.comments_enable:
                                            file.write("  //Emulating colored highlights with a metallic layer\n")
                                        else:
                                            tabWrite("\n")
                                    
                                        tabWrite("texture {\n")
                                        tabWrite("pigment {rgbft<%.3g, %.3g, %.3g, 0, 1>}\n" % \
                                                         (material.specular_color[0], material.specular_color[1], material.specular_color[2]))
                                        tabWrite("finish {%s}\n" % (safety(material_finish, Level=2))) # Level 2 is translated spec
    
                                        texturesNorm = ""
                                        for t in material.texture_slots:
                                            if t and t.texture.type == 'IMAGE' and t.use and t.texture.image:
                                                image_filename = path_image(t.texture.image)
                                                imgGamma = ""
                                                if image_filename:
                                                    if t.use_map_normal:
                                                        texturesNorm = image_filename
                                                        # colvalue = t.normal_factor * 10.0  # UNUSED
                                                        #textNormName=t.texture.image.name + ".normal"
                                                        #was the above used? --MR
                                                        t_nor = t
    
                                                        tabWrite("normal {uv_mapping bump_map " \
                                                                 "{%s \"%s\" %s  bump_size %.4g }%s}\n" % \
                                                                 (imageFormat(texturesNorm), texturesNorm, imgMap(t_nor),
                                                                  t_nor.normal_factor * 10, mappingNor))
                                                              
                                        tabWrite("}\n") # THEN IT CAN CLOSE LAST LAYER OF TEXTURE   --MR
    
    
                                ####################################################################################
                                index[0] = idx
                                idx += 1
                                
    
    
                        
                    # Vert Colors
                    tabWrite("texture_list {\n")
                    file.write(tabStr + "%s" % (len(vertCols)))  # vert count
                        
                    if material.pov.replacement_text != "":
                        file.write("\n")
                        file.write(" texture{%s}\n" % material.pov.replacement_text)
    
                    else:
                        # Loop through declared materials list
                        for cMN in LocalMaterialNames:
                            if material != "Default":
                                file.write("\n texture{MAT_%s}\n" % cMN)#string_strip_hyphen(materialNames[material])) # Something like that
                        
                    tabWrite("}\n")
    
                    # Face indices
                    tabWrite("face_indices {\n")
                    tabWrite("%d" % (len(me_faces) + quadCount))  # faces count
                    tabStr = tab * tabLevel
    
                    for fi, f in enumerate(me_faces):
                        fv = faces_verts[fi]
                        material_index = f.material_index
                        if len(fv) == 4:
                            indices = (0, 1, 2), (0, 2, 3)
                        else:
                            indices = ((0, 1, 2),)
    
                        if vcol_layer:
                            col = vcol_layer[fi]
    
                            if len(fv) == 4:
                                cols = col.color1, col.color2, col.color3, col.color4
                            else:
                                cols = col.color1, col.color2, col.color3
    
                        if not me_materials or me_materials[material_index] is None:  # No materials
                            for i1, i2, i3 in indices:
                                if not scene.pov.tempfiles_enable and scene.pov.list_lf_enable:
                                    file.write(",\n")
                                    # vert count
                                    file.write(tabStr + "<%d,%d,%d>" % (fv[i1], fv[i2], fv[i3]))
                                else:
                                    file.write(", ")
                                    file.write("<%d,%d,%d>" % (fv[i1], fv[i2], fv[i3]))  # vert count
                        else:
                            material = me_materials[material_index]
                            for i1, i2, i3 in indices:
                                if me.vertex_colors and material.use_vertex_color_paint:
                                    # Color per vertex - vertex color
    
                                    col1 = cols[i1]
                                    col2 = cols[i2]
                                    col3 = cols[i3]
    
                                    ci1 = vertCols[col1[0], col1[1], col1[2], material_index][0]
                                    ci2 = vertCols[col2[0], col2[1], col2[2], material_index][0]
                                    ci3 = vertCols[col3[0], col3[1], col3[2], material_index][0]
                                else:
                                    # Color per material - flat material color
                                    if material.subsurface_scattering.use:
                                        diffuse_color = [i * j for i, j in zip(material.subsurface_scattering.color[:], material.diffuse_color[:])]
                                    else:
                                        diffuse_color = material.diffuse_color[:]
                                    ci1 = ci2 = ci3 = vertCols[diffuse_color[0], diffuse_color[1], \
                                                      diffuse_color[2], f.material_index][0]
    
                                if not scene.pov.tempfiles_enable and scene.pov.list_lf_enable:
                                    file.write(",\n")
                                    file.write(tabStr + "<%d,%d,%d>, %d,%d,%d" % \
                                               (fv[i1], fv[i2], fv[i3], ci1, ci2, ci3))  # vert count
                                else:
                                    file.write(", ")
                                    file.write("<%d,%d,%d>, %d,%d,%d" % \
                                               (fv[i1], fv[i2], fv[i3], ci1, ci2, ci3))  # vert count
    
                    file.write("\n")
                    tabWrite("}\n")
    
                    # normal_indices indices
                    tabWrite("normal_indices {\n")
                    tabWrite("%d" % (len(me_faces) + quadCount))  # faces count
                    tabStr = tab * tabLevel
                    for fi, fv in enumerate(faces_verts):
    
                        if len(fv) == 4:
                            indices = (0, 1, 2), (0, 2, 3)
                        else:
                            indices = ((0, 1, 2),)
    
                        for i1, i2, i3 in indices:
                            if me_faces[fi].use_smooth:
                                if not scene.pov.tempfiles_enable and scene.pov.list_lf_enable:
                                    file.write(",\n")
                                    file.write(tabStr + "<%d,%d,%d>" %\
                                    (uniqueNormals[verts_normals[fv[i1]]][0],\
                                     uniqueNormals[verts_normals[fv[i2]]][0],\
                                     uniqueNormals[verts_normals[fv[i3]]][0]))  # vert count
                                else:
                                    file.write(", ")
                                    file.write("<%d,%d,%d>" %\
                                    (uniqueNormals[verts_normals[fv[i1]]][0],\
                                     uniqueNormals[verts_normals[fv[i2]]][0],\
                                     uniqueNormals[verts_normals[fv[i3]]][0]))  # vert count
                            else:
                                idx = uniqueNormals[faces_normals[fi]][0]
                                if not scene.pov.tempfiles_enable and scene.pov.list_lf_enable:
                                    file.write(",\n")
                                    file.write(tabStr + "<%d,%d,%d>" % (idx, idx, idx))  # vert count
                                else:
                                    file.write(", ")
                                    file.write("<%d,%d,%d>" % (idx, idx, idx))  # vert count
    
                    file.write("\n")
                    tabWrite("}\n")
    
                    if uv_layer:
                        tabWrite("uv_indices {\n")
                        tabWrite("%d" % (len(me_faces) + quadCount))  # faces count
                        tabStr = tab * tabLevel
                        for fi, fv in enumerate(faces_verts):
    
                            if len(fv) == 4:
                                indices = (0, 1, 2), (0, 2, 3)
                            else:
                                indices = ((0, 1, 2),)
    
                            uv = uv_layer[fi]
                            if len(faces_verts[fi]) == 4:
                                uvs = uv.uv[0][:], uv.uv[1][:], uv.uv[2][:], uv.uv[3][:]
                            else:
                                uvs = uv.uv[0][:], uv.uv[1][:], uv.uv[2][:]
    
                            for i1, i2, i3 in indices:
                                if not scene.pov.tempfiles_enable and scene.pov.list_lf_enable:
                                    file.write(",\n")
                                    file.write(tabStr + "<%d,%d,%d>" % (
                                             uniqueUVs[uvs[i1]][0],\
                                             uniqueUVs[uvs[i2]][0],\
                                             uniqueUVs[uvs[i3]][0]))
                                else:
                                    file.write(", ")
                                    file.write("<%d,%d,%d>" % (
                                             uniqueUVs[uvs[i1]][0],\
                                             uniqueUVs[uvs[i2]][0],\
                                             uniqueUVs[uvs[i3]][0]))
    
                        file.write("\n")
                        tabWrite("}\n")
    
                    if me.materials:
                        try:
                            material = me.materials[0]  # dodgy
                            writeObjectMaterial(material, ob)
                        except IndexError:
                            print(me)
    
                    #Importance for radiosity sampling added here:
                    tabWrite("radiosity { \n")
                    tabWrite("importance %3g \n" % importance)
                    tabWrite("}\n")
    
                    tabWrite("}\n")  # End of mesh block
    
                bpy.data.meshes.remove(me)
    
            for data_name, inst in data_ref.items():
                for ob_name, matrix_str in inst:
                    tabWrite("//----Blender Object Name:%s----\n" % ob_name)
                    tabWrite("object { \n")
                    tabWrite("%s\n" % data_name)
                    tabWrite("%s\n" % matrix_str)
                    tabWrite("}\n")
    
        def exportWorld(world):
            render = scene.render
            camera = scene.camera
            matrix = global_matrix * camera.matrix_world
            if not world:
                return
            #############Maurice####################################
            #These lines added to get sky gradient (visible with PNG output)
            if world:
                #For simple flat background:
                if not world.use_sky_blend:
                    # Non fully transparent background could premultiply alpha and avoid anti-aliasing
                    # display issue:
                    if render.alpha_mode == 'TRANSPARENT':
                        tabWrite("background {rgbt<%.3g, %.3g, %.3g, 0.75>}\n" % \
                                 (world.horizon_color[:]))
                    #Currently using no alpha with Sky option:
                    elif render.alpha_mode == 'SKY':
                        tabWrite("background {rgbt<%.3g, %.3g, %.3g, 0>}\n" % (world.horizon_color[:]))
                    #StraightAlpha:
                    # XXX Does not exists anymore
                    #else:
                        #tabWrite("background {rgbt<%.3g, %.3g, %.3g, 1>}\n" % (world.horizon_color[:]))
    
                worldTexCount = 0
                #For Background image textures
                for t in world.texture_slots:  # risk to write several sky_spheres but maybe ok.
                    if t and t.texture.type is not None:
                        worldTexCount += 1
                    # XXX No enable checkbox for world textures yet (report it?)
                    #if t and t.texture.type == 'IMAGE' and t.use:
                    if t and t.texture.type == 'IMAGE':
                        image_filename = path_image(t.texture.image)
                        if t.texture.image.filepath != image_filename:
                            t.texture.image.filepath = image_filename
                        if image_filename != "" and t.use_map_blend:
                            texturesBlend = image_filename
                            #colvalue = t.default_value
                            t_blend = t
    
                        # Commented below was an idea to make the Background image oriented as camera
                        # taken here:
    #http://news.povray.org/povray.newusers/thread/%3Cweb.4a5cddf4e9c9822ba2f93e20@news.povray.org%3E/
                        # Replace 4/3 by the ratio of each image found by some custom or existing
                        # function
                        #mappingBlend = (" translate <%.4g,%.4g,%.4g> rotate z*degrees" \
                        #                "(atan((camLocation - camLookAt).x/(camLocation - " \
                        #                "camLookAt).y)) rotate x*degrees(atan((camLocation - " \
                        #                "camLookAt).y/(camLocation - camLookAt).z)) rotate y*" \
                        #                "degrees(atan((camLocation - camLookAt).z/(camLocation - " \
                        #                "camLookAt).x)) scale <%.4g,%.4g,%.4g>b" % \
                        #                (t_blend.offset.x / 10 , t_blend.offset.y / 10 ,
                        #                 t_blend.offset.z / 10, t_blend.scale.x ,
                        #                 t_blend.scale.y , t_blend.scale.z))
                        #using camera rotation valuesdirectly from blender seems much easier
                        if t_blend.texture_coords == 'ANGMAP':
                            mappingBlend = ""
                        else:
                            mappingBlend = " translate <%.4g-0.5,%.4g-0.5,%.4g-0.5> rotate<0,0,0>  " \
                                           "scale <%.4g,%.4g,%.4g>" % \
                                           (t_blend.offset.x / 10.0, t_blend.offset.y / 10.0,
                                            t_blend.offset.z / 10.0, t_blend.scale.x * 0.85,
                                            t_blend.scale.y * 0.85, t_blend.scale.z * 0.85)
    
                            # The initial position and rotation of the pov camera is probably creating
                            # the rotation offset should look into it someday but at least background
                            # won't rotate with the camera now.
                        # Putting the map on a plane would not introduce the skysphere distortion and
                        # allow for better image scale matching but also some waay to chose depth and
                        # size of the plane relative to camera.
                        tabWrite("sky_sphere {\n")
                        tabWrite("pigment {\n")
                        tabWrite("image_map{%s \"%s\" %s}\n" % \
                                 (imageFormat(texturesBlend), texturesBlend, imgMapBG(t_blend)))
                        tabWrite("}\n")
                        tabWrite("%s\n" % (mappingBlend))
                        # The following layered pigment opacifies to black over the texture for
                        # transmit below 1 or otherwise adds to itself
                        tabWrite("pigment {rgb 0 transmit %s}\n" % (t.texture.intensity))
                        tabWrite("}\n")
                        #tabWrite("scale 2\n")
                        #tabWrite("translate -1\n")
    
                #For only Background gradient
    
                if worldTexCount == 0:
                    if world.use_sky_blend:
                        tabWrite("sky_sphere {\n")
                        tabWrite("pigment {\n")
                        # maybe Should follow the advice of POV doc about replacing gradient
                        # for skysphere..5.5
                        tabWrite("gradient y\n")
                        tabWrite("color_map {\n")
                        # XXX Does not exists anymore
                        #if render.alpha_mode == 'STRAIGHT':
                            #tabWrite("[0.0 rgbt<%.3g, %.3g, %.3g, 1>]\n" % (world.horizon_color[:]))
                            #tabWrite("[1.0 rgbt<%.3g, %.3g, %.3g, 1>]\n" % (world.zenith_color[:]))
                        if render.alpha_mode == 'TRANSPARENT':
                            tabWrite("[0.0 rgbt<%.3g, %.3g, %.3g, 0.99>]\n" % (world.horizon_color[:]))
                            # aa premult not solved with transmit 1
                            tabWrite("[1.0 rgbt<%.3g, %.3g, %.3g, 0.99>]\n" % (world.zenith_color[:]))
                        else:
                            tabWrite("[0.0 rgbt<%.3g, %.3g, %.3g, 0>]\n" % (world.horizon_color[:]))
                            tabWrite("[1.0 rgbt<%.3g, %.3g, %.3g, 0>]\n" % (world.zenith_color[:]))
                        tabWrite("}\n")
                        tabWrite("}\n")
                        tabWrite("}\n")
                        # Sky_sphere alpha (transmit) is not translating into image alpha the same
                        # way as 'background'
    
                #if world.light_settings.use_indirect_light:
                #    scene.pov.radio_enable=1
    
                # Maybe change the above to a funtion copyInternalRenderer settings when
                # user pushes a button, then:
                #scene.pov.radio_enable = world.light_settings.use_indirect_light
                # and other such translations but maybe this would not be allowed either?
    
            ###############################################################
    
            mist = world.mist_settings
    
            if mist.use_mist:
                tabWrite("fog {\n")
                tabWrite("distance %.6f\n" % mist.depth)
                tabWrite("color rgbt<%.3g, %.3g, %.3g, %.3g>\n" % \
                         (world.horizon_color[:] + (1.0 - mist.intensity,)))
                #tabWrite("fog_offset %.6f\n" % mist.start)
                #tabWrite("fog_alt 5\n")
                #tabWrite("turbulence 0.2\n")
                #tabWrite("turb_depth 0.3\n")
                tabWrite("fog_type 1\n")
                tabWrite("}\n")
            if scene.pov.media_enable:
                tabWrite("media {\n")
                tabWrite("scattering { 1, rgb <%.4g, %.4g, %.4g>}\n" % scene.pov.media_color[:])
                tabWrite("samples %.d\n" % scene.pov.media_samples)
                tabWrite("}\n")
    
        def exportGlobalSettings(scene):
    
            tabWrite("global_settings {\n")
            tabWrite("assumed_gamma 1.0\n")
            tabWrite("max_trace_level %d\n" % scene.pov.max_trace_level)
    
            if scene.pov.radio_enable:
                tabWrite("radiosity {\n")
                tabWrite("adc_bailout %.4g\n" % scene.pov.radio_adc_bailout)
                tabWrite("always_sample %d\n" % scene.pov.radio_always_sample)
                tabWrite("brightness %.4g\n" % scene.pov.radio_brightness)
                tabWrite("count %d\n" % scene.pov.radio_count)
                tabWrite("error_bound %.4g\n" % scene.pov.radio_error_bound)
                tabWrite("gray_threshold %.4g\n" % scene.pov.radio_gray_threshold)
                tabWrite("low_error_factor %.4g\n" % scene.pov.radio_low_error_factor)
                tabWrite("media %d\n" % scene.pov.radio_media)
                tabWrite("minimum_reuse %.4g\n" % scene.pov.radio_minimum_reuse)
                tabWrite("nearest_count %d\n" % scene.pov.radio_nearest_count)
                tabWrite("normal %d\n" % scene.pov.radio_normal)
                tabWrite("pretrace_start %.3g\n" % scene.pov.radio_pretrace_start)
                tabWrite("pretrace_end %.3g\n" % scene.pov.radio_pretrace_end)
                tabWrite("recursion_limit %d\n" % scene.pov.radio_recursion_limit)
                tabWrite("}\n")
            onceSss = 1
            onceAmbient = 1
            oncePhotons = 1
            for material in bpy.data.materials:
                if material.subsurface_scattering.use and onceSss:
                    # In pov, the scale has reversed influence compared to blender. these number
                    # should correct that
                    tabWrite("mm_per_unit %.6f\n" % \
                             (material.subsurface_scattering.scale * 10000.0))# formerly ...scale * (-100.0) + 15.0))
                    # In POV-Ray, the scale factor for all subsurface shaders needs to be the same
                    sslt_samples = (11 - material.subsurface_scattering.error_threshold) * 10 # formerly ...*100
                    tabWrite("subsurface { samples %d, %d }\n" % (sslt_samples, sslt_samples / 10))
                    onceSss = 0
    
                if world and onceAmbient:
                    tabWrite("ambient_light rgb<%.3g, %.3g, %.3g>\n" % world.ambient_color[:])
                    onceAmbient = 0
    
                if (material.pov.photons_refraction or material.pov.photons_reflection)and oncePhotons:
                    tabWrite("photons {\n")
                    tabWrite("spacing %.6f\n" % scene.pov.photon_spacing)
                    tabWrite("max_trace_level %d\n" % scene.pov.photon_max_trace_level)
                    tabWrite("adc_bailout %.3g\n" % scene.pov.photon_adc_bailout)
                    tabWrite("gather %d, %d\n" % (scene.pov.photon_gather_min, scene.pov.photon_gather_max))
                    tabWrite("}\n")
                    oncePhotons = 0
    
            tabWrite("}\n")
    
        def exportCustomCode():
    
            for txt in bpy.data.texts:
                if txt.pov.custom_code:
                    # Why are the newlines needed?
                    file.write("\n")
                    file.write(txt.as_string())
                    file.write("\n")
    
        sel = renderable_objects(scene)
        comments = scene.pov.comments_enable
        if not scene.pov.tempfiles_enable and comments:
            file.write("//----------------------------------------------\n" \
                       "//--Exported with POV-Ray exporter for Blender--\n" \
                       "//----------------------------------------------\n\n")
        file.write("#version 3.7;\n")
    
        if not scene.pov.tempfiles_enable and comments:
            file.write("\n//--CUSTOM CODE--\n\n")
        exportCustomCode()
    
        if not scene.pov.tempfiles_enable and comments:
            file.write("\n//--Global settings and background--\n\n")
    
        exportGlobalSettings(scene)
    
        if not scene.pov.tempfiles_enable and comments:
            file.write("\n")
    
        exportWorld(scene.world)
    
        if not scene.pov.tempfiles_enable and comments:
            file.write("\n//--Cameras--\n\n")
    
        exportCamera()
    
        if not scene.pov.tempfiles_enable and comments:
            file.write("\n//--Lamps--\n\n")
    
        exportLamps([l for l in sel if l.type == 'LAMP'])
    
        if not scene.pov.tempfiles_enable and comments:
            file.write("\n//--Material Definitions--\n\n")
    
        # Convert all materials to strings we can access directly per vertex.
        #exportMaterials()
        writeMaterial(None)  # default material
        for material in bpy.data.materials:
            if material.users > 0:
                writeMaterial(material)
        if not scene.pov.tempfiles_enable and comments:
            file.write("\n")
    
        exportMeta([l for l in sel if l.type == 'META'])
    
        if not scene.pov.tempfiles_enable and comments:
            file.write("//--Mesh objects--\n")
    
        exportMeshes(scene, sel)
        #What follow used to happen here:
        #exportCamera()
        #exportWorld(scene.world)
        #exportGlobalSettings(scene)
        # MR:..and the order was important for an attempt to implement pov 3.7 baking
        #      (mesh camera) comment for the record
        # CR: Baking should be a special case than. If "baking", than we could change the order.
    
        #print("pov file closed %s" % file.closed)
        file.close()
        #print("pov file closed %s" % file.closed)
    
    
    def write_pov_ini(scene, filename_ini, filename_pov, filename_image):
        #scene = bpy.data.scenes[0]
        render = scene.render
    
        x = int(render.resolution_x * render.resolution_percentage * 0.01)
        y = int(render.resolution_y * render.resolution_percentage * 0.01)
    
        file = open(filename_ini, "w")
        file.write("Version=3.7\n")
        file.write("Input_File_Name='%s'\n" % filename_pov)
        file.write("Output_File_Name='%s'\n" % filename_image)
    
        file.write("Width=%d\n" % x)
        file.write("Height=%d\n" % y)
    
        # Border render.
        if render.use_border:
            file.write("Start_Column=%4g\n" % render.border_min_x)
            file.write("End_Column=%4g\n" % (render.border_max_x))
    
            file.write("Start_Row=%4g\n" % (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}
            method = {"0": 1, "1": 2}
            file.write("Antialias=on\n")
            file.write("Sampling_Method=%s\n" % method[scene.pov.antialias_method])
            file.write("Antialias_Depth=%d\n" % scene.pov.antialias_depth)
            file.write("Antialias_Threshold=%.3g\n" % scene.pov.antialias_threshold)
            file.write("Antialias_Gamma=%.3g\n" % scene.pov.antialias_gamma)
            if scene.pov.jitter_enable:
                file.write("Jitter=on\n")
                file.write("Jitter_Amount=%3g\n" % scene.pov.jitter_amount)
            else:
                file.write("Jitter=off\n")  # prevent animation flicker
    
        else:
            file.write("Antialias=off\n")
        #print("ini file closed %s" % file.closed)
        file.close()
        #print("ini file closed %s" % file.closed)
    
    
    class PovrayRender(bpy.types.RenderEngine):
        bl_idname = 'POVRAY_RENDER'
        bl_label = "POV-Ray 3.7"
        DELAY = 0.5
    
        @staticmethod
        def _locate_binary():
            addon_prefs = bpy.context.user_preferences.addons[__package__].preferences
    
            # 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
                else:
                    print("User Preference to povray %r NOT FOUND, checking $PATH" % pov_binary)
    
            # Windows Only
            # assume if there is a 64bit binary that the user has a 64bit capable OS
            if sys.platform[:3] == "win":
                import winreg
                win_reg_key = winreg.OpenKey(winreg.HKEY_CURRENT_USER, "Software\\POV-Ray\\v3.7\\Windows")
                win_home = winreg.QueryValueEx(win_reg_key, "Home")[0]
    
                # First try 64bits
                pov_binary = os.path.join(win_home, "bin", "pvengine64.exe")
                if os.path.exists(pov_binary):
                    return pov_binary
    
                # Then try 32bits
                pov_binary = os.path.join(win_home, "bin", "pvengine.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, scene, povPath, renderImagePath):
            import tempfile
    
            if scene.pov.tempfiles_enable:
                self._temp_file_in = tempfile.NamedTemporaryFile(suffix=".pov", delete=False).name
                # PNG with POV 3.7, can show the background color with alpha. In the long run using the
                # POV-Ray interactive preview like bishop 3D could solve the preview for all formats.
                self._temp_file_out = tempfile.NamedTemporaryFile(suffix=".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
            else:
                self._temp_file_in = povPath + ".pov"
                # 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 = renderImagePath + ".png"
                #self._temp_file_out = renderImagePath + ".tga"
                self._temp_file_ini = povPath + ".ini"
                '''
                self._temp_file_in = "/test.pov"
                # 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"
                '''
    
            def info_callback(txt):
                self.update_stats("", "POV-Ray 3.7: " + txt)
    
            write_pov(self._temp_file_in, scene, info_callback)
    
        def _render(self, scene):
            try:
                os.remove(self._temp_file_out)  # so as not to load the old file
            except OSError:
                pass
    
            pov_binary = PovrayRender._locate_binary()
            if not pov_binary:
                print("POV-Ray 3.7: could not execute povray, possibly POV-Ray isn't installed")
                return False
    
            write_pov_ini(scene, self._temp_file_ini, self._temp_file_in, self._temp_file_out)
    
            print ("***-STARTING-***")
    
            extra_args = []
    
            if scene.pov.command_line_switches != "":
                for newArg in scene.pov.command_line_switches.split(" "):
                    extra_args.append(newArg)
    
            self._is_windows = False
            if sys.platform[:3] == "win":
                self._is_windows = True
                #extra_args.append("/EXIT")
            else:
                # added -d option to prevent render window popup which leads to segfault on linux
                extra_args.append("-d")
    
            # Start Rendering!
            try:
                self._process = subprocess.Popen([pov_binary, self._temp_file_ini] + extra_args,
                                                 stdout=subprocess.PIPE, stderr=subprocess.STDOUT)
            except OSError:
                # TODO, report api
                print("POV-Ray 3.7: could not execute '%s'" % pov_binary)
                import traceback
                traceback.print_exc()
                print ("***-DONE-***")
                return False
    
            else:
                print("POV-Ray 3.7 found")
                print("Command line arguments passed: " + str(extra_args))
                return True
    
            # Now that we have a valid process
    
        def _cleanup(self):
            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)
    
        def render(self, scene):
            import tempfile
    
            print("***INITIALIZING***")
    
    ##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'
    
            blendSceneName = bpy.data.filepath.split(os.path.sep)[-1].split(".")[0]
            povSceneName = ""
            povPath = ""
            renderImagePath = ""
    
            # 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
                povPath = bpy.path.abspath(scene.pov.scene_path).replace('\\', '/')
                if povPath == "":
                    if bpy.data.is_saved:
                        povPath = bpy.path.abspath("//")
                    else:
                        povPath = tempfile.gettempdir()
                elif povPath.endswith("/"):
                    if povPath == "/":
                        povPath = bpy.path.abspath("//")
                    else:
                        povPath = bpy.path.abspath(scene.pov.scene_path)
    
                if not os.path.exists(povPath):
                    try:
                        os.makedirs(povPath)
                    except:
                        import traceback
                        traceback.print_exc()
    
                        print("POV-Ray 3.7: Cannot create scenes directory: %r" % povPath)
                        self.update_stats("", "POV-Ray 3.7: Cannot create scenes directory %r" % \
                                          povPath)
                        time.sleep(2.0)
                        return
    
                '''
                # Bug in POV-Ray RC3
                renderImagePath = bpy.path.abspath(scene.pov.renderimage_path).replace('\\','/')
                if renderImagePath == "":
                    if bpy.data.is_saved:
                        renderImagePath = bpy.path.abspath("//")
                    else:
                        renderImagePath = tempfile.gettempdir()
                    #print("Path: " + renderImagePath)
                elif path.endswith("/"):
                    if renderImagePath == "/":
                        renderImagePath = bpy.path.abspath("//")
                    else:
                        renderImagePath = bpy.path.abspath(scene.pov.renderimage_path)
                if not os.path.exists(path):
                    print("POV-Ray 3.7: Cannot find render image directory")
                    self.update_stats("", "POV-Ray 3.7: Cannot find render image directory")
                    time.sleep(2.0)
                    return
                '''
    
                # check name
                if scene.pov.scene_name == "":
                    if blendSceneName != "":
                        povSceneName = blendSceneName
                    else:
                        povSceneName = "untitled"
                else:
                    povSceneName = scene.pov.scene_name
                    if os.path.isfile(povSceneName):
                        povSceneName = os.path.basename(povSceneName)
                    povSceneName = povSceneName.split('/')[-1].split('\\')[-1]
                    if not povSceneName:
                        print("POV-Ray 3.7: Invalid scene name")
                        self.update_stats("", "POV-Ray 3.7: Invalid scene name")
                        time.sleep(2.0)
                        return
                    povSceneName = os.path.splitext(povSceneName)[0]
    
                print("Scene name: " + povSceneName)
                print("Export path: " + povPath)
                povPath = os.path.join(povPath, povSceneName)
                povPath = os.path.realpath(povPath)
    
                # for now this has to be the same like the pov output. Bug in POV-Ray RC3.
                # renderImagePath = renderImagePath + "\\" + povSceneName
                renderImagePath = povPath  # Bugfix for POV-Ray RC3 bug
                # renderImagePath = os.path.realpath(renderImagePath)  # Bugfix for POV-Ray RC3 bug
    
                #print("Export path: %s" % povPath)
                #print("Render Image path: %s" % renderImagePath)
    
            # start export
            self.update_stats("", "POV-Ray 3.7: Exporting data from Blender")
            self._export(scene, povPath, renderImagePath)
            self.update_stats("", "POV-Ray 3.7: Parsing File")
    
            if not self._render(scene):
                self.update_stats("", "POV-Ray 3.7: Not found")
                return
    
            r = scene.render
            # compute resolution
            x = int(r.resolution_x * r.resolution_percentage * 0.01)
            y = int(r.resolution_y * r.resolution_percentage * 0.01)
    
            # 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
                if self.test_break():
                    try:
                        self._process.terminate()
                        print("***POV INTERRUPTED***")
                    except OSError:
                        pass
                    return False
    
                poll_result = self._process.poll()
                # POV process is finisehd, one way or the other
                if poll_result is not None:
                    if poll_result < 0:
                        print("***POV PROCESS FAILED : %s ***" % poll_result)
                        self.update_stats("", "POV-Ray 3.7: Failed")
                    return False
    
                return True
    
            # 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():
                # POV in Windows does not output its stdout/stderr, it displays them in its GUI
                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
    
                    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')
                    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])
                        else:
                            self.update_stats("", "POV-Ray 3.7: Rendering File")
    
                    elif parsing.search(data):
                        self.update_stats("", "POV-Ray 3.7: Parsing File")
    
            if os.path.exists(self._temp_file_out):
                # print("***POV FILE OK***")
                #self.update_stats("", "POV-Ray 3.7: Rendering")
    
                # prev_size = -1
    
                xmin = int(r.border_min_x * x)
                ymin = int(r.border_min_y * y)
                xmax = int(r.border_max_x * x)
                ymax = int(r.border_max_y * y)
    
                # print("***POV UPDATING IMAGE***")
                result = self.begin_result(0, 0, x, y)
                # 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)
                lay = result.layers[0]
    
                # This assumes the file has been fully written We wait a bit, just in case!
                time.sleep(self.DELAY)
                try:
                    lay.load_from_file(self._temp_file_out)
                    # XXX, tests for border render.
                    #lay.load_from_file(self._temp_file_out, xmin, ymin)
                except RuntimeError:
                    print("***POV ERROR WHILE READING OUTPUT FILE***")
    
                # 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.
                    try:
                        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:
                        pass
    
                # Update while POV-Ray renders
                while True:
                    # print("***POV RENDER LOOP***")
    
                    # test if POV-Ray exists
                    if self._process.poll() is not None:
                        print("***POV PROCESS FINISHED***")
                        update_image()
                        break
    
                    # user exit
                    if self.test_break():
                        try:
                            self._process.terminate()
                            print("***POV PROCESS INTERRUPTED***")
                        except OSError:
                            pass
    
                        break
    
                    # Would be nice to redirect the output
                    # stdout_value, stderr_value = self._process.communicate() # locks
    
                    # check if the file updated
                    new_size = os.path.getsize(self._temp_file_out)
    
                    if new_size != prev_size:
                        update_image()
                        prev_size = new_size
    
                    time.sleep(self.DELAY)
                '''
    
                self.end_result(result)
    
            else:
                print("***POV FILE NOT FOUND***")
    
            print("***POV FINISHED***")
    
            self.update_stats("", "")
    
            if scene.pov.tempfiles_enable or scene.pov.deletefiles_enable:
                self._cleanup()