diff --git a/render_povray/__init__.py b/render_povray/__init__.py
index 6a4a56d7e8f1408bc1393f974611f6c8ce76c47a..4c3f278f9bd990fdf25f28d88c62d6e094ca806b 100644
--- a/render_povray/__init__.py
+++ b/render_povray/__init__.py
@@ -16,6 +16,8 @@
 #
 # ##### END GPL LICENSE BLOCK #####
 
+# <pep8 compliant>
+
 bl_info = {
     "name": "POV-Ray 3.7",
     "author": "Campbell Barton, Silvio Falcinelli, Maurice Raybaud, Constantin Rahn",
@@ -43,6 +45,7 @@ else:
     from render_povray import ui
     from render_povray import render
 
+
 def register():
     Scene = bpy.types.Scene
 
@@ -80,7 +83,7 @@ def register():
             name="Quantity of spaces",
             description="The number of spaces for indentation",
             min=1, max=10, default=3)
-    
+
     Scene.pov_comments_enable = BoolProperty(
             name="Enable Comments",
             description="Add comments to pov file",
@@ -90,26 +93,26 @@ def register():
     Scene.pov_command_line_switches = StringProperty(name="Command Line Switches",
             description="Command line switches consist of a + (plus) or - (minus) sign, followed by one or more alphabetic characters and possibly a numeric value.",
             default="", maxlen=500)
-            
+
     Scene.pov_antialias_enable = BoolProperty(
             name="Anti-Alias", description="Enable Anti-Aliasing",
             default=True)
-            
+
     Scene.pov_antialias_method = EnumProperty(
             name="Method",
             description="AA-sampling method. Type 1 is an adaptive, non-recursive, super-sampling method. Type 2 is an adaptive and recursive super-sampling method.",
             items=(("0", "non-recursive AA", "Type 1 Sampling in POV-Ray"),
                ("1", "recursive AA", "Type 2 Sampling in POV-Ray")),
             default="1")
-            
+
     Scene.pov_antialias_depth = IntProperty(
             name="Antialias Depth", description="Depth of pixel for sampling",
             min=1, max=9, default=3)
-    
+
     Scene.pov_antialias_threshold = FloatProperty(
             name="Antialias Threshold", description="Tolerance for sub-pixels",
             min=0.0, max=1.0, soft_min=0.05, soft_max=0.5, default=0.1)
-    
+
     Scene.pov_jitter_enable = BoolProperty(
             name="Jitter", description="Enable Jittering. Adds noise into the sampling process (it should be avoided to use jitter in animation).",
             default=True)
@@ -117,15 +120,15 @@ def register():
     Scene.pov_jitter_amount = FloatProperty(
             name="Jitter Amount", description="Amount of jittering.",
             min=0.0, max=1.0, soft_min=0.01, soft_max=1.0, default=1.0)
-    
+
     Scene.pov_antialias_gamma = FloatProperty(
             name="Antialias Gamma", description="POV-Ray compares gamma-adjusted values for super sampling. Antialias Gamma sets the Gamma before comparison.",
             min=0.0, max=5.0, soft_min=0.01, soft_max=2.5, default=2.5)
-    
+
     Scene.pov_max_trace_level = IntProperty(
             name="Max Trace Level", description="Number of reflections/refractions allowed on ray path",
             min=1, max=256, default=5)
-    
+
     Scene.pov_radio_adc_bailout = FloatProperty(
             name="ADC Bailout", description="The adc_bailout for radiosity rays. Use adc_bailout = 0.01 / brightest_ambient_object for good results",
             min=0.0, max=1000.0, soft_min=0.0, soft_max=1.0, default=0.01, precision=3)
@@ -189,7 +192,7 @@ def register():
     Mat.pov_irid_enable = BoolProperty(
             name="Enable Iridescence",
             description="Newton's thin film interference (like an oil slick on a puddle of water or the rainbow hues of a soap bubble.)",
-            default=False)            
+            default=False)
 
     Mat.pov_mirror_use_IOR = BoolProperty(
             name="Correct Reflection",
@@ -252,17 +255,17 @@ def register():
             default=False)
 
     Mat.pov_refraction_type = EnumProperty(
-            items=[("0","None","use only reflective caustics"),
-                   ("1","Fake Caustics","use fake caustics"),
-                   ("2","Photons Caustics","use photons for refractive caustics"),
+            items=[("0", "None", "use only reflective caustics"),
+                   ("1", "Fake Caustics", "use fake caustics"),
+                   ("2", "Photons Caustics", "use photons for refractive caustics"),
                    ],
             name="Refractive",
             description="use fake caustics (fast) or true photons for refractive Caustics",
-            default="1")#ui.py has to be loaded before render.py with this.
-    
+            default="1")  # ui.py has to be loaded before render.py with this.
+
     ########################################################################################
     #Custom texture gamma
-    Tex = bpy.types.Texture 
+    Tex = bpy.types.Texture
     Tex.pov_tex_gamma_enable = BoolProperty(
             name="Enable custom texture gamma",
             description="Notify some custom gamma for which texture has been precorrected without the file format carrying it and only if it differs from your OS expected standard (see pov doc)",
@@ -278,15 +281,16 @@ def register():
             name="Radiosity Importance",
             description="Priority value relative to other objects for sampling radiosity rays. Increase to get more radiosity rays at comparatively small yet bright objects",
             min=0.01, max=1.00, default=1.00)
-    
+
     ######################################EndMR#####################################
 
+
 def unregister():
     import bpy
     Scene = bpy.types.Scene
-    Mat = bpy.types.Material # MR
-    Tex = bpy.types.Texture # MR
-    Obj = bpy.types.Object # MR
+    Mat = bpy.types.Material  # MR
+    Tex = bpy.types.Texture  # MR
+    Obj = bpy.types.Object  # MR
     del Scene.pov_radio_enable
     del Scene.pov_radio_display_advanced
     del Scene.pov_radio_adc_bailout
@@ -301,15 +305,15 @@ def unregister():
     del Scene.pov_radio_nearest_count
     del Scene.pov_radio_normal
     del Scene.pov_radio_recursion_limit
-    del Scene.pov_radio_pretrace_start # MR
-    del Scene.pov_radio_pretrace_end # MR
-    del Scene.pov_media_enable # MR
-    del Scene.pov_media_samples # MR
-    del Scene.pov_media_color # MR
-    del Scene.pov_baking_enable # MR
-    del Scene.pov_max_trace_level # MR
+    del Scene.pov_radio_pretrace_start  # MR
+    del Scene.pov_radio_pretrace_end  # MR
+    del Scene.pov_media_enable  # MR
+    del Scene.pov_media_samples  # MR
+    del Scene.pov_media_color  # MR
+    del Scene.pov_baking_enable  # MR
+    del Scene.pov_max_trace_level  # MR
     del Scene.pov_antialias_enable  # CR
-    del Scene.pov_antialias_method  # CR 
+    del Scene.pov_antialias_method  # CR
     del Scene.pov_antialias_depth  # CR
     del Scene.pov_antialias_threshold  # CR
     del Scene.pov_antialias_gamma  # CR
@@ -319,23 +323,23 @@ def unregister():
     del Scene.pov_indentation_character  # CR
     del Scene.pov_indentation_spaces  # CR
     del Scene.pov_comments_enable  # CR
-    del Mat.pov_irid_enable # MR
-    del Mat.pov_mirror_use_IOR # MR
-    del Mat.pov_mirror_metallic # MR    
-    del Mat.pov_conserve_energy # MR
-    del Mat.pov_irid_amount # MR
-    del Mat.pov_irid_thickness # MR  
-    del Mat.pov_irid_turbulence # MR
-    del Mat.pov_caustics_enable # MR
-    del Mat.pov_fake_caustics # MR    
-    del Mat.pov_fake_caustics_power # MR
-    del Mat.pov_photons_refraction # MR
-    del Mat.pov_photons_dispersion # MR  
-    del Mat.pov_photons_reflection # MR 
-    del Mat.pov_refraction_type # MR
-    del Tex.pov_tex_gamma_enable # MR
-    del Tex.pov_tex_gamma_value # MR
-    del Obj.pov_importance_value # MR
+    del Mat.pov_irid_enable  # MR
+    del Mat.pov_mirror_use_IOR  # MR
+    del Mat.pov_mirror_metallic  # MR
+    del Mat.pov_conserve_energy  # MR
+    del Mat.pov_irid_amount  # MR
+    del Mat.pov_irid_thickness  # MR
+    del Mat.pov_irid_turbulence  # MR
+    del Mat.pov_caustics_enable  # MR
+    del Mat.pov_fake_caustics  # MR
+    del Mat.pov_fake_caustics_power  # MR
+    del Mat.pov_photons_refraction  # MR
+    del Mat.pov_photons_dispersion  # MR
+    del Mat.pov_photons_reflection  # MR
+    del Mat.pov_refraction_type  # MR
+    del Tex.pov_tex_gamma_enable  # MR
+    del Tex.pov_tex_gamma_value  # MR
+    del Obj.pov_importance_value  # MR
 
 if __name__ == "__main__":
     register()
diff --git a/render_povray/render.py b/render_povray/render.py
index f432504e3f3ff4016772ee20189b87c996fd5624..1f95927c0e7da3b22d6f449197cd49e14e218675 100644
--- a/render_povray/render.py
+++ b/render_povray/render.py
@@ -16,6 +16,8 @@
 #
 # ##### END GPL LICENSE BLOCK #####
 
+# <pep8 compliant>
+
 import bpy
 import subprocess
 import os
@@ -32,64 +34,94 @@ else:
 
 
 ##############################SF###########################
-##############find image texture 
+##############find image texture
 def splitExt(path):
     dotidx = path.rfind('.')
     if dotidx == -1:
         return path, ''
     else:
-        return (path[dotidx:]).upper().replace('.','')
+        return path[dotidx:].upper().replace(".", "")
 
 
 def imageFormat(imgF):
     ext = ''
     ext_orig = splitExt(imgF)
-    if ext_orig == 'JPG' or ext_orig == 'JPEG': ext='jpeg'
-    if ext_orig == 'GIF': ext = 'gif'
-    if ext_orig == 'TGA': ext = 'tga'
-    if ext_orig == 'IFF': ext = 'iff'
-    if ext_orig == 'PPM': ext = 'ppm'
-    if ext_orig == 'PNG': ext = 'png'
-    if ext_orig == 'SYS': ext = 'sys' 
-    if ext_orig in ('TIFF', 'TIF'): ext = 'tiff'
-    if ext_orig == 'EXR': ext = 'exr'#POV3.7 Only! 
-    if ext_orig == 'HDR': ext = 'hdr'#POV3.7 Only! --MR
+    if ext_orig == 'JPG' or ext_orig == 'JPEG':
+        ext = 'jpeg'
+    elif ext_orig == 'GIF':
+        ext = 'gif'
+    elif ext_orig == 'TGA':
+        ext = 'tga'
+    elif ext_orig == 'IFF':
+        ext = 'iff'
+    elif ext_orig == 'PPM':
+        ext = 'ppm'
+    elif ext_orig == 'PNG':
+        ext = 'png'
+    elif ext_orig == 'SYS':
+        ext = 'sys'
+    elif ext_orig in ('TIFF', 'TIF'):
+        ext = 'tiff'
+    elif ext_orig == 'EXR':
+        ext = 'exr'  # POV3.7 Only!
+    elif ext_orig == 'HDR':
+        ext = 'hdr'  # POV3.7 Only! --MR
+
     print(imgF)
-    if not ext: print(' WARNING: texture image  format not supported ') # % (imgF , '')) #(ext_orig)))
+    if not ext:
+        print(" WARNING: texture image  format not supported ")  # % (imgF , '')) #(ext_orig)))
+
     return ext
 
+
 def imgMap(ts):
-    image_map=''
-    if ts.mapping=='FLAT':image_map= 'map_type 0 ' 
-    if ts.mapping=='SPHERE':image_map= 'map_type 1 '# map_type 7 in megapov
-    if ts.mapping=='TUBE':image_map= 'map_type 2 '
+    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 "
     #if ts.mapping=='?':image_map= ' map_type 3 '# map_type 3 and 4 in development (?) for POV-Ray, currently they just seem to default back to Flat (type 0)
     #if ts.mapping=='?':image_map= ' map_type 4 '# map_type 3 and 4 in development (?) for POV-Ray, currently they just seem to default back to Flat (type 0)
-    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 ')
+    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=''
-    if wts.texture_coords== 'VIEW':image_mapBG= ' map_type 0 ' #texture_coords refers to the mapping of world textures
-    if wts.texture_coords=='ANGMAP':image_mapBG= ' map_type 1 '
-    if 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.texture_coords == 'VIEW':
+        image_mapBG = " map_type 0 "  # texture_coords refers to the mapping of world textures
+    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 ')
+    #if image_mapBG== "": print(' No background texture image  found ')
     return image_mapBG
 
+
 def splitFile(path):
     idx = path.rfind('/')
     if idx == -1:
         idx = path.rfind('\\')
     return path[idx:].replace('/', '').replace('\\', '')
 
+
 def splitPath(path):
     idx = path.rfind('/')
     if idx == -1:
@@ -97,8 +129,9 @@ def splitPath(path):
     else:
         return path[:idx]
 
-def findInSubDir(filename, subdirectory=''):
-    pahFile=''
+
+def findInSubDir(filename, subdirectory=""):
+    pahFile = ""
     if subdirectory:
         path = subdirectory
     else:
@@ -109,45 +142,48 @@ def findInSubDir(filename, subdirectory=''):
                 pahFile = os.path.join(root, filename)
         return pahFile
     except OSError:
-        return '' 
+        return ''
+
 
 def path_image(image):
     import os
     fn = bpy.path.abspath(image)
     fn_strip = os.path.basename(fn)
     if not os.path.isfile(fn):
-        fn=(findInSubDir(splitFile(fn),splitPath(bpy.data.filepath)))
-        ()
+        fn = findInSubDir(splitFile(fn), splitPath(bpy.data.filepath))
     return fn
 
-##############end find image texture 
+##############end find image texture
+
 
 def splitHyphen(name):
     hyphidx = name.find('-')
     if hyphidx == -1:
         return name
     else:
-        return (name[hyphidx:]).replace('-','')
+        return name[hyphidx:].replace("-", "")
+
 
-##############safety string name material
 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 
+    # Level=3 is for texture with Maximum Spec and Mirror
 
     try:
         if int(name) > 0:
-            prefix='shader'
+            prefix = "shader"
     except:
         prefix = ''
-    prefix='shader_'
+    prefix = "shader_"
     name = splitHyphen(name)
     if Level == 2:
-        return prefix+name
+        return prefix + name
     elif Level == 1:
-        return prefix+name+'0'#used for 0 of specular map
+        return prefix + name + "0"  # used for 0 of specular map
     elif Level == 3:
-        return prefix+name+'1'#used for 1 of specular map
+        return prefix + name + "1"  # used for 1 of specular map
 
 
 ##############end safety string name material
@@ -155,6 +191,7 @@ def safety(name, Level):
 
 TabLevel = 0
 
+
 def write_pov(filename, scene=None, info_callback=None):
     import mathutils
     #file = filename
@@ -172,27 +209,27 @@ def write_pov(filename, scene=None, info_callback=None):
         TabStr = ''
         if tabtype == '0':
             TabStr = ''
-        elif tabtype == '1': 
+        elif tabtype == '1':
             TabStr = '\t'
         elif tabtype == '2':
             TabStr = spaces * ' '
         return TabStr
 
     Tab = setTab(scene.pov_indentation_character, scene.pov_indentation_spaces)
-    
+
     def tabWrite(str_o):
         global TabLevel
-        brackets = str_o.count('{') - str_o.count('}') + str_o.count('[') - str_o.count(']') 
+        brackets = str_o.count('{') - str_o.count('}') + str_o.count('[') - str_o.count(']')
         if brackets < 0:
-            TabLevel = TabLevel + brackets 
+            TabLevel = TabLevel + brackets
         if TabLevel < 0:
             print('Indentation Warning: TabLevel = %s' % TabLevel)
             TabLevel = 0
-        if TabLevel >= 1: 
+        if TabLevel >= 1:
             file.write('%s' % Tab * TabLevel)
         file.write(str_o)
         if brackets > 0:
-            TabLevel = TabLevel + brackets 
+            TabLevel = TabLevel + brackets
 
     def uniqueName(name, nameSeq):
 
@@ -212,45 +249,45 @@ def write_pov(filename, scene=None, info_callback=None):
         (matrix[0][0], matrix[0][1], matrix[0][2], matrix[1][0], matrix[1][1], matrix[1][2], matrix[2][0], matrix[2][1], matrix[2][2], matrix[3][0], matrix[3][1], matrix[3][2]))
 
     def writeObjectMaterial(material):
-        
+
         # DH - modified some variables to be function local, avoiding RNA write
         # this should be checked to see if it is functionally correct
-        
-        if material: #and material.transparency_method == 'RAYTRACE':#Commented out: always write IOR to be able to use it for SSS, Fresnel reflections...
-            #But there can be only one!
-            if material.subsurface_scattering.use:#SSS IOR get highest priority
+
+        if material:  # and material.transparency_method == 'RAYTRACE':#Commented out: always write IOR to be able to use it for SSS, Fresnel reflections...
+            # 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)
-            elif material.pov_mirror_use_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:  # Then the raytrace IOR taken from raytrace transparency properties and used for reflections if IOR Mirror option is checked
                 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_refraction_type=='0':
+
+            if material.pov_refraction_type == "0":
                 pov_fake_caustics = False
                 pov_photons_refraction = False
-                pov_photons_reflection = True #should respond only to proper checkerbox
-            elif material.pov_refraction_type=='1':
+                pov_photons_reflection = True  # should respond only to proper checkerbox
+            elif material.pov_refraction_type == "1":
                 pov_fake_caustics = True
                 pov_photons_refraction = False
-            elif material.pov_refraction_type=='2':
+            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 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:
-                    tabWrite('dispersion %.3g\n' % material.pov_photons_dispersion) #Default of 1 means no dispersion
-            #TODO        
+                    tabWrite('dispersion %.3g\n' % material.pov_photons_dispersion)  # Default of 1 means no dispersion
+            #TODO
             # Other interior args
             # if material.use_transparency and material.transparency_method == 'RAYTRACE':
             # fade_distance 2
@@ -267,7 +304,7 @@ def write_pov(filename, scene=None, info_callback=None):
                 if pov_photons_reflection:
                     tabWrite('reflection on\n')
                 tabWrite('}\n')
-                
+
     materialNames = {}
     DEF_MAT_NAME = 'Default'
 
@@ -284,106 +321,104 @@ def write_pov(filename, scene=None, info_callback=None):
         ##################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 
+        # Level=3 Means Maximum Spec and Mirror
         def povHasnoSpecularMaps(Level):
             if Level == 1:
-                tabWrite('#declare %s = finish {' % safety(name, Level = 1))
-                if comments: file.write('  //No specular nor Mirror reflection\n')
-                else: tabWrite('\n')
+                tabWrite('#declare %s = finish {' % safety(name, Level=1))
+                if comments:
+                    file.write('  //No specular nor Mirror reflection\n')
+                else:
+                    tabWrite('\n')
             elif Level == 2:
-                tabWrite('#declare %s = finish {' % safety(name, Level = 2))
-                if comments: file.write('  //translation of spec and mir levels for when no map influences them\n')
-                else: tabWrite('\n')
+                tabWrite('#declare %s = finish {' % safety(name, Level=2))
+                if 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 comments: file.write('  //Maximum Spec and Mirror\n')
-                else: tabWrite('\n')
-
+                tabWrite('#declare %s = finish {' % safety(name, Level=3))
+                if 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
-                
-            
+                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:
-                        frontDiffuse = backDiffuse = 0.5 # Try to respect the user's 'intention' by comparing the two values but bringing the total back to one
-                    elif frontDiffuse>backDiffuse:       # Let the highest value stay the highest value
-                        backDiffuse = 1-(1-frontDiffuse)
+                    elif frontDiffuse == backDiffuse:
+                        frontDiffuse = backDiffuse = 0.5  # Try to respect the user's 'intention' by comparing the two values but bringing the total back to one
+                    elif frontDiffuse > backDiffuse:  # Let the highest value stay the highest value
+                        backDiffuse = 1 - (1 - frontDiffuse)  # XXX FIXME!
                     else:
-                        frontDiffuse = 1-(1-backDiffuse)
-                    
+                        frontDiffuse = 1 - (1 - backDiffuse)  # XXX FIXME!
 
                 # 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 
+                roughness *= 0.1
                 # add a small value because 0.0 is invalid
-                roughness += (1 / 511.0)
+                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:
-                    tabWrite('brilliance %.3g\n' % (0.9+material.roughness))#blender roughness is what is generally called oren nayar Sigma, and brilliance in POV-Ray
+                    tabWrite('brilliance %.3g\n' % (0.9 + material.roughness))  # blender roughness is what is generally called oren nayar Sigma, and brilliance in POV-Ray
 
                 if material.diffuse_shader == 'TOON' and Level != 3:
-                    tabWrite('brilliance %.3g\n' % (0.01+material.diffuse_toon_smooth*0.25))
-                    frontDiffuse*=0.5 #Lower diffuse and increase specular for toon effect seems to look better in POV-Ray
-                
+                    tabWrite('brilliance %.3g\n' % (0.01 + material.diffuse_toon_smooth * 0.25))
+                    frontDiffuse *= 0.5  # Lower diffuse and increase specular for toon effect seems to look better in POV-Ray
+
                 if material.diffuse_shader == 'MINNAERT' and Level != 3:
                     #tabWrite('aoi %.3g\n' % material.darkness)
-                    pass #let's keep things simple for now
+                    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
+                    pass  # let's keep things simple for now
                 if material.diffuse_shader == 'LAMBERT' and Level != 3:
-                    tabWrite('brilliance 1.8\n') #trying to best match lambert attenuation by that constant brilliance value
+                    tabWrite('brilliance 1.8\n')  # trying to best match lambert attenuation by that constant brilliance value
 
-                if Level == 2:   
+                if Level == 2:
                     ####################################Specular Shader######################################
-                    if material.specular_shader == 'COOKTORR' or material.specular_shader == 'PHONG':#No difference between phong and cook torrence in blender HaHa!
+                    if material.specular_shader == 'COOKTORR' or material.specular_shader == 'PHONG':  # No difference between phong and cook torrence in blender HaHa!
                         tabWrite('phong %.3g\n' % (material.specular_intensity))
-                        tabWrite('phong_size %.3g\n'% (material.specular_hardness / 2 + 0.25)) 
+                        tabWrite('phong_size %.3g\n' % (material.specular_hardness / 2 + 0.25))
 
-                    if material.specular_shader == 'BLINN':#POV-Ray 'specular' keyword corresponds to a Blinn model, without the ior.
-                        tabWrite('specular %.3g\n' % (material.specular_intensity * (material.specular_ior/4))) #Use blender Blinn's IOR just as some factor for spec intensity
-                        tabWrite('roughness %.3g\n' % roughness) 
+                    elif material.specular_shader == 'BLINN':  # POV-Ray 'specular' keyword corresponds to a Blinn model, without the ior.
+                        tabWrite('specular %.3g\n' % (material.specular_intensity * (material.specular_ior / 4.0)))  # Use blender Blinn's IOR just as some factor for spec intensity
+                        tabWrite('roughness %.3g\n' % roughness)
                         #Could use brilliance 2(or varying around 2 depending on ior or factor) too.
 
-
-                    if material.specular_shader == 'TOON':
+                    elif material.specular_shader == 'TOON':
                         tabWrite('phong %.3g\n' % (material.specular_intensity * 2))
-                        tabWrite('phong_size %.3g\n' % (0.1+material.specular_toon_smooth / 2)) #use extreme phong_size
+                        tabWrite('phong_size %.3g\n' % (0.1 + material.specular_toon_smooth / 2))  # use extreme phong_size
 
+                    elif material.specular_shader == 'WARDISO':
+                        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))  # find best suited default constant for brilliance Use both phong and specular for some values.
 
-                    if material.specular_shader == 'WARDISO':
-                        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)) #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)) #find best suited default constant for brilliance Use both phong and specular for some values.
-                        
-
-                    
-                    #########################################################################################
+                #########################################################################################
                 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)
                 #tabWrite('ambient rgb <%.3g, %.3g, %.3g>\n' % tuple([c*material.ambient for c in world.ambient_color])) # POV-Ray blends the global value
-                tabWrite('emission %.3g\n' % material.emit) #New in POV-Ray 3.7
-                
+                tabWrite('emission %.3g\n' % material.emit)  # New in POV-Ray 3.7
+
                 #tabWrite('roughness %.3g\n' % roughness) #POV-Ray just ignores roughness if there's no specular keyword
-                
+
                 if material.pov_conserve_energy:
-                    tabWrite('conserve_energy\n')#added for more realistic shading. Needs some checking to see if it really works. --Maurice.
+                    tabWrite('conserve_energy\n')  # added for more realistic shading. Needs some checking to see if it really works. --Maurice.
 
                 # 'phong 70.0 '
                 if Level != 1:
@@ -394,13 +429,21 @@ def write_pov(filename, scene=None, info_callback=None):
                             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 ?
-                                tabWrite('fresnel 1 ')#Removed from the line below: gives a more physically correct material but needs proper IOR. --Maurice
+                            if material.pov_mirror_use_IOR:  # WORKING ?
+                                tabWrite('fresnel 1 ')  # Removed from the line below: gives a more physically correct material but needs proper IOR. --Maurice
                             tabWrite('falloff %.3g exponent %.3g} ' % (raytrace_mirror.fresnel, raytrace_mirror.fresnel_factor))
 
                 if material.subsurface_scattering.use:
                     subsurface_scattering = material.subsurface_scattering
-                    tabWrite('subsurface { <%.3g, %.3g, %.3g>, <%.3g, %.3g, %.3g> }\n' % (sqrt(subsurface_scattering.radius[0])*1.5, sqrt(subsurface_scattering.radius[1])*1.5, sqrt(subsurface_scattering.radius[2])*1.5, 1-subsurface_scattering.color[0], 1-subsurface_scattering.color[1], 1-subsurface_scattering.color[2]))
+                    tabWrite('subsurface { <%.3g, %.3g, %.3g>, <%.3g, %.3g, %.3g> }\n' % (
+                             sqrt(subsurface_scattering.radius[0]) * 1.5,
+                             sqrt(subsurface_scattering.radius[1]) * 1.5,
+                             sqrt(subsurface_scattering.radius[2]) * 1.5,
+                             1.0 - subsurface_scattering.color[0],
+                             1.0 - subsurface_scattering.color[1],
+                             1.0 - subsurface_scattering.color[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))
@@ -408,9 +451,8 @@ def write_pov(filename, scene=None, info_callback=None):
             else:
                 tabWrite('diffuse 0.8\n')
                 tabWrite('phong 70.0\n')
-                
-                #tabWrite('specular 0.2\n')
 
+                #tabWrite('specular 0.2\n')
 
             # This is written into the object
             '''
@@ -429,26 +471,25 @@ def write_pov(filename, scene=None, info_callback=None):
         # Level=2 Means translation of spec and mir levels for when no map influences them
         povHasnoSpecularMaps(Level=2)
 
-        if material: 
+        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): 
+                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
-            
+                    continue  # Some texture found
+
             if special_texture_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
+        active_object = None  # bpy.context.active_object # does not always work  MR
         matrix = global_matrix * camera.matrix_world
         focal_point = camera.data.dof_distance
 
@@ -458,8 +499,8 @@ def write_pov(filename, scene=None, info_callback=None):
         tabWrite('#declare camLookAt = <%.6f, %.6f, %.6f>;\n' % tuple([degrees(e) for e in matrix.rotation_part().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
+        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>')
@@ -475,7 +516,7 @@ def write_pov(filename, scene=None, info_callback=None):
             tabWrite('rotate  <%.6f, %.6f, %.6f>\n' % tuple([degrees(e) for e in matrix.rotation_part().to_euler()]))
             tabWrite('translate <%.6f, %.6f, %.6f>\n' % (matrix[3][0], matrix[3][1], matrix[3][2]))
             if focal_point != 0:
-                tabWrite('aperture 0.25\n') # fixed blur amount for now to do, add slider a button? 
+                tabWrite('aperture 0.25\n')  # fixed blur amount for now to do, add slider a button?
                 tabWrite('blur_samples 96 128\n')
                 tabWrite('variance 1/10000\n')
                 tabWrite('focal_point <0, 0, %f>\n' % focal_point)
@@ -488,32 +529,32 @@ def write_pov(filename, scene=None, info_callback=None):
 
             matrix = global_matrix * ob.matrix_world
 
-            color = tuple([c * lamp.energy *2 for c in lamp.color]) # Colour is modified by energy #muiltiplie by 2 for a better match --Maurice
+            color = tuple([c * lamp.energy * 2.0 for c in lamp.color])  # Colour is modified by energy #muiltiplie by 2 for a better match --Maurice
 
             tabWrite('light_source {\n')
             tabWrite('< 0,0,0 >\n')
             tabWrite('color rgb<%.3g, %.3g, %.3g>\n' % color)
 
-            if lamp.type == 'POINT': # Point Lamp
+            if lamp.type == 'POINT':
                 pass
-            elif lamp.type == 'SPOT': # Spot
+            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('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('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'
+                tabWrite('point_at  <0, 0, -1>\n')  # *must* be after 'parallel'
 
             elif lamp.type == 'AREA':
-                tabWrite('fade_distance %.6f\n' % (lamp.distance / 5) )
-                tabWrite('fade_power %d\n' % 2) #  Area lights have no falloff type, so always use blenders lamp quad equivalent for those?
+                tabWrite('fade_distance %.6f\n' % (lamp.distance / 5.0))
+                tabWrite('fade_power %d\n' % 2)  # Area lights have no falloff type, so always use blenders lamp quad equivalent for those?
                 size_x = lamp.size
                 samples_x = lamp.shadow_ray_samples_x
                 if lamp.shape == 'SQUARE':
@@ -531,20 +572,20 @@ def write_pov(filename, scene=None, info_callback=None):
                     tabWrite('adaptive 1\n')
                     tabWrite('jitter\n')
 
-            if lamp.type == 'HEMI':#HEMI never has any shadow attribute
+            if lamp.type == 'HEMI':  # HEMI never has any shadow attribute
                 tabWrite('shadowless\n')
             elif lamp.shadow_method == 'NOSHADOW':
                     tabWrite('shadowless\n')
 
-            if lamp.type != 'SUN' and lamp.type!='AREA' and lamp.type!='HEMI':#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.
-                tabWrite('fade_distance %.6f\n' % (lamp.distance / 5) )
+            if lamp.type not in ('SUN', 'AREA', 'HEMI'):  # 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.
+                tabWrite("fade_distance %.6f\n" % (lamp.distance / 5.0))
                 if lamp.falloff_type == 'INVERSE_SQUARE':
-                    tabWrite('fade_power %d\n' % 2) # Use blenders lamp quad equivalent
+                    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
-                elif lamp.falloff_type == 'CONSTANT': #Supposing using no fade power keyword would default to constant, no attenuation.
+                    tabWrite('fade_power %d\n' % 1)  # Use blenders lamp linear
+                elif lamp.falloff_type == 'CONSTANT':  # upposing using no fade power keyword would default to constant, no attenuation.
                     pass
-                elif lamp.falloff_type == 'CUSTOM_CURVE': #Using Custom curve for fade power 3 for now.
+                elif lamp.falloff_type == 'CUSTOM_CURVE':  # Using Custom curve for fade power 3 for now.
                     tabWrite('fade_power %d\n' % 4)
 
             writeMatrix(matrix)
@@ -579,19 +620,20 @@ def write_pov(filename, scene=None, info_callback=None):
 ##        averageLampLocation[0]=lampLocation[0] / len(lamps)#create an average position for all lamps.
 ##        averageLampLocation[1]=lampLocation[1] / len(lamps)#create an average position for all lamps.
 ##        averageLampLocation[2]=lampLocation[2] / len(lamps)#create an average position for all lamps.
-##        
+##
 ##        averageLampDistance=lampDistance / len(lamps)#create an average distance for all lamps.
 ##    file.write('\n#declare lampTarget= vrotate(<%.4g,%.4g,%.4g>,<%.4g,%.4g,%.4g>);' % (-(averageLampLocation[0]-averageLampDistance), -(averageLampLocation[1]-averageLampDistance), -(averageLampLocation[2]-averageLampDistance), averageLampRotation[0], averageLampRotation[1], averageLampRotation[2]))
-##    #v(A,B) rotates vector A about origin by vector B.    
+##    #v(A,B) rotates vector A about origin by vector B.
 ##
 ####################################################################################################################################
 
     def exportMeta(metas):
 
         # TODO - blenders 'motherball' naming is not supported.
-        
-        if scene.pov_comments_enable and len(metas)>= 1: file.write('//--Blob objects--\n\n')
-        
+
+        if scene.pov_comments_enable and len(metas) >= 1:
+            file.write('//--Blob objects--\n\n')
+
         for ob in metas:
             meta = ob.data
 
@@ -604,7 +646,7 @@ def write_pov(filename, scene=None, info_callback=None):
                 importance = ob.pov_importance_value
 
                 try:
-                    material = meta.materials[0] # lame! - blender cant do enything else.
+                    material = meta.materials[0]  # lame! - blender cant do enything else.
                 except:
                     material = None
 
@@ -638,9 +680,8 @@ def write_pov(filename, scene=None, info_callback=None):
 
                     material_finish = materialNames[material.name]
 
-                    tabWrite('pigment {rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>} \n' %(diffuse_color[0], diffuse_color[1], diffuse_color[2], 1.0 - material.alpha, trans, ))
+                    tabWrite('pigment {rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>} \n' % (diffuse_color[0], diffuse_color[1], diffuse_color[2], 1.0 - material.alpha, trans))
                     tabWrite('finish {%s}\n' % safety(material_finish, Level=2))
-                        
 
                 else:
                     tabWrite('pigment {rgb<1 1 1>} \n')
@@ -649,17 +690,19 @@ def write_pov(filename, scene=None, info_callback=None):
                 writeObjectMaterial(material)
 
                 writeMatrix(global_matrix * ob.matrix_world)
-                #Importance for radiosity sampling added here: 
+                #Importance for radiosity sampling added here:
                 tabWrite('radiosity { \n')
                 tabWrite('importance %3g \n' % importance)
                 tabWrite('}\n')
-                
-                tabWrite('}\n') #End of Metaball block
 
-                if scene.pov_comments_enable and len(metas)>= 1: file.write('\n')
+                tabWrite('}\n')  # End of Metaball block
+
+                if scene.pov_comments_enable and len(metas) >= 1:
+                    file.write('\n')
 
     objectNames = {}
     DEF_OBJ_NAME = 'Default'
+
     def exportMeshs(scene, sel):
 
         ob_num = 0
@@ -683,7 +726,7 @@ def write_pov(filename, scene=None, info_callback=None):
                 # happens when curves cant be made into meshes because of no-data
                 continue
 
-            importance = ob.pov_importance_value            
+            importance = ob.pov_importance_value
             me_materials = me.materials
             me_faces = me.faces[:]
 
@@ -717,45 +760,43 @@ def write_pov(filename, scene=None, info_callback=None):
 
             # Use named declaration to allow reference e.g. for baking. MR
             file.write('\n')
-            tabWrite('#declare %s =\n' % name) 
+            tabWrite('#declare %s =\n' % name)
             tabWrite('mesh2 {\n')
             tabWrite('vertex_vectors {\n')
-            tabWrite('%s' % (len(me.vertices))) # vert count
-            
+            tabWrite('%s' % (len(me.vertices)))  # vert count
+
             for v in me.vertices:
                 file.write(',\n')
-                tabWrite('<%.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
+                if f.use_smooth:  # Use vertex normals
                     for v in fv:
                         key = verts_normals[v]
                         uniqueNormals[key] = [-1]
-                else: # Use face normal
+                else:  # Use face normal
                     key = faces_normals[fi]
                     uniqueNormals[key] = [-1]
 
             tabWrite('normal_vectors {\n')
-            tabWrite('%d' % len(uniqueNormals)) # vert count
+            tabWrite('%d' % len(uniqueNormals))  # vert count
             idx = 0
             for no, index in uniqueNormals.items():
                 file.write(',\n')
-                tabWrite('<%.6f, %.6f, %.6f>' % no) # vert count
+                tabWrite('<%.6f, %.6f, %.6f>' % no)  # vert count
                 index[0] = idx
                 idx += 1
             file.write('\n')
             tabWrite('}\n')
 
-
             # Vertex colours
-            vertCols = {} # Use for material colours also.
+            vertCols = {}  # Use for material colours also.
 
             if uv_layer:
                 # Generate unique UV's
@@ -773,7 +814,7 @@ def write_pov(filename, scene=None, info_callback=None):
 
                 tabWrite('uv_vectors {\n')
                 #print unique_uvs
-                tabWrite('%s' % (len(uniqueUVs))) # vert count
+                tabWrite('%s' % (len(uniqueUVs)))  # vert count
                 idx = 0
                 for uv, index in uniqueUVs.items():
                     file.write(',\n')
@@ -789,7 +830,6 @@ def write_pov(filename, scene=None, info_callback=None):
                 file.write('\n')
                 tabWrite('}\n')
 
-
             if me.vertex_colors:
 
                 for fi, f in enumerate(me_faces):
@@ -806,7 +846,7 @@ def write_pov(filename, scene=None, info_callback=None):
                             cols = col.color1, col.color2, col.color3
 
                         for col in cols:
-                            key = col[0], col[1], col[2], material_index # Material index!
+                            key = col[0], col[1], col[2], material_index  # Material index!
                             vertCols[key] = [-1]
 
                     else:
@@ -815,22 +855,20 @@ def write_pov(filename, scene=None, info_callback=None):
                             key = diffuse_color[0], diffuse_color[1], diffuse_color[2], material_index
                             vertCols[key] = [-1]
 
-
             else:
                 # No vertex colours, so write material colours as vertex colours
                 for i, material in enumerate(me_materials):
 
                     if material:
                         diffuse_color = material.diffuse_color[:]
-                        key = diffuse_color[0], diffuse_color[1], diffuse_color[2], i # i == f.mat
+                        key = diffuse_color[0], diffuse_color[1], diffuse_color[2], i  # i == f.mat
                         vertCols[key] = [-1]
 
-
             # Vert Colours
             tabWrite('texture_list {\n')
-            tabWrite('%s' % (len(vertCols))) # vert count
+            tabWrite('%s' % (len(vertCols)))  # vert count
             idx = 0
-            
+
             for col, index in vertCols.items():
                 if me_materials:
                     material = me_materials[col[3]]
@@ -842,61 +880,57 @@ def write_pov(filename, scene=None, info_callback=None):
                         trans = 0.0
 
                 else:
-                    material_finish = DEF_MAT_NAME # not working properly,
+                    material_finish = DEF_MAT_NAME  # not working properly,
                     trans = 0.0
 
                 ##############SF
-                texturesDif=''
-                texturesSpec=''
-                texturesNorm=''
-                texturesAlpha=''
+                texturesDif = ""
+                texturesSpec = ""
+                texturesNorm = ""
+                texturesAlpha = ""
                 for t in material.texture_slots:
-                    if t and t.texture.type == 'IMAGE' and t.use and t.texture.image: 
+                    if t and t.texture.type == 'IMAGE' and t.use and t.texture.image:
                         image_filename = path_image(t.texture.image.filepath)
                         imgGamma = ''
                         if image_filename:
-                            if t.use_map_color_diffuse: 
+                            if t.use_map_color_diffuse:
                                 texturesDif = image_filename
                                 colvalue = t.default_value
                                 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: 
+                            if t.use_map_specular or t.use_map_raymir:
                                 texturesSpec = image_filename
                                 colvalue = t.default_value
                                 t_spec = t
-                            if t.use_map_normal: 
+                            if t.use_map_normal:
                                 texturesNorm = image_filename
                                 colvalue = t.normal_factor * 10.0
                                 #textNormName=t.texture.image.name + '.normal'
                                 #was the above used? --MR
                                 t_nor = t
-                            if t.use_map_alpha: 
+                            if t.use_map_alpha:
                                 texturesAlpha = image_filename
                                 colvalue = t.alpha_factor * 10.0
                                 #textDispName=t.texture.image.name + '.displ'
                                 #was the above used? --MR
                                 t_alpha = t
 
-
-
-
                 ##############################################################################################################
                 tabWrite('\n')
-                tabWrite('texture {\n') #THIS AREA NEEDS TO LEAVE THE TEXTURE OPEN UNTIL ALL MAPS ARE WRITTEN DOWN.   --MR                      
-
+                tabWrite('texture {\n')  # THIS AREA NEEDS TO LEAVE THE TEXTURE OPEN UNTIL ALL MAPS ARE WRITTEN DOWN.   --MR
 
                 ##############################################################################################################
                 if material.diffuse_shader == 'MINNAERT':
                     tabWrite('\n')
                     tabWrite('aoi\n')
                     tabWrite('texture_map {\n')
-                    tabWrite('[%.3g finish {diffuse %.3g}]\n' % ((material.darkness/2), (2-material.darkness)))
-                    tabWrite('[%.3g' % (1-(material.darkness/2)))
+                    tabWrite('[%.3g finish {diffuse %.3g}]\n' % (material.darkness / 2.0, 2.0 - material.darkness))
+                    tabWrite("[%.3g" % (1.0 - (material.darkness / 2.0)))
 ######TO OPTIMIZE? or present a more elegant way? At least make it work!##################################################################
                 #If Fresnel gets removed from 2.5, why bother?
                 if material.diffuse_shader == 'FRESNEL':
-                    
+
 ######END of part TO OPTIMIZE? or present a more elegant way?##################################################################
 
 ##                        #lampLocation=lamp.position
@@ -912,52 +946,49 @@ def write_pov(filename, scene=None, info_callback=None):
 ##                        degrees(atan((lampLocation - lampLookAt).y/(lampLocation.z))=lamp.rotation[0]
 ##                        degrees(atan((lampLocation.z/(lampLocation - lampLookAt).x))=lamp.rotation[1]
 ##                        degrees(atan((lampLocation - lampLookAt).x/(lampLocation - lampLookAt).y))=lamp.rotation[2]
-                     
 
-                                #color = tuple([c * lamp.energy for c in lamp.color]) # Colour is modified by energy                        
-                        
+                                #color = tuple([c * lamp.energy for c in lamp.color]) # Colour is modified by energy
+
                     tabWrite('\n')
                     tabWrite('slope { lampTarget }\n')
                     tabWrite('texture_map {\n')
-                    tabWrite('[%.3g finish {diffuse %.3g}]\n' % ((material.diffuse_fresnel/2), (2-material.diffuse_fresnel_factor)))
-                    tabWrite('[%.3g\n' % (1-(material.diffuse_fresnel/2)))
-              
-                
+                    tabWrite('[%.3g finish {diffuse %.3g}]\n' % (material.diffuse_fresnel / 2, 2.0 - material.diffuse_fresnel_factor))
+                    tabWrite("[%.3g\n" % (1 - (material.diffuse_fresnel / 2.0)))
+
                 #if material.diffuse_shader == 'FRESNEL': pigment pattern aoi pigment and texture map above, the rest below as one of its entry
-                ##########################################################################################################################  
+                ##########################################################################################################################
 
                 #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): 
+                #    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:
 
-                if texturesSpec !='' or texturesAlpha !='' or texturesNorm !='':
-                    if texturesSpec !='':
+                if texturesSpec != "" or texturesAlpha != "" or texturesNorm != "":
+                    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 / t_spec.scale.x, 1 / t_spec.scale.y, 1 / t_spec.scale.z)) 
-                        tabWrite('uv_mapping image_map{%s \"%s\" %s}\n' % (imageFormat(texturesSpec) ,texturesSpec ,imgMap(t_spec)))
+                        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 !='':
+                        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 / t_alpha.scale.x, 1 / t_alpha.scale.y, 1 / t_alpha.scale.z))  
-                            tabWrite('pigment {pigment_pattern {uv_mapping image_map{%s \"%s\" %s}%s' % (imageFormat(texturesAlpha) ,texturesAlpha ,imgMap(t_alpha),mappingAlpha))
+                            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], 1.0 - material.alpha, trans) )
+                            tabWrite('[1 color rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>]\n' % (col[0], col[1], col[2], 1.0 - material.alpha, trans))
                             tabWrite('}\n')
                             tabWrite('}\n')
 
@@ -965,61 +996,61 @@ def write_pov(filename, scene=None, info_callback=None):
 
                             tabWrite('pigment {rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>}\n' % (col[0], col[1], col[2], 1.0 - material.alpha, trans))
 
-                        if texturesSpec !='':
-                            tabWrite('finish {%s}\n' % (safety(material_finish, Level=1)))# Level 1 is no specular
-                            
+                        if texturesSpec != "":
+                            tabWrite('finish {%s}\n' % (safety(material_finish, Level=1)))  # Level 1 is no specular
+
                         else:
-                            tabWrite('finish {%s}\n' % (safety(material_finish, Level=2)))# Level 2 is translated spec
+                            tabWrite('finish {%s}\n' % (safety(material_finish, Level=2)))  # Level 2 is translated spec
 
                     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 / t_dif.scale.x, 1 / t_dif.scale.y, 1 / t_dif.scale.z)) 
-                        if texturesAlpha !='':
+                        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 / t_alpha.scale.x, 1 / t_alpha.scale.y, 1 / t_alpha.scale.z)) 
+                            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('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')
+                            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))
+                            tabWrite('pigment {uv_mapping image_map {%s \"%s\" %s}%s}\n' % (imageFormat(texturesDif), texturesDif, (imgGamma + imgMap(t_dif)), mappingDif))
+
+                        if texturesSpec != "":
+                            tabWrite('finish {%s}\n' % (safety(material_finish, Level=1)))  # Level 1 is no specular
 
-                        if texturesSpec !='':
-                            tabWrite('finish {%s}\n' % (safety(material_finish, Level=1)))# Level 1 is no specular
-                                
                         else:
-                            tabWrite('finish {%s}\n' % (safety(material_finish, Level=2)))# Level 2 is translated specular
+                            tabWrite('finish {%s}\n' % (safety(material_finish, Level=2)))  # Level 2 is translated specular
 
                         ## 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 !='':
+                    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 / t_nor.scale.x, 1 / t_nor.scale.y, 1 / t_nor.scale.z))
+                        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('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 == '':
-                    if texturesAlpha !='':
+                    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>\n' % (-t_alpha.offset.x,t_alpha.offset.y,t_alpha.offset.z, 1 / t_alpha.scale.x, 1 / t_alpha.scale.y, 1 / t_alpha.scale.z)) #strange that the translation factor for scale is not the same as for translate. ToDo: verify both matches with blender internal. 
-                        tabWrite('pigment {pigment_pattern {uv_mapping image_map{%s \"%s\" %s}%s}\n' % (imageFormat(texturesAlpha) ,texturesAlpha ,imgMap(t_alpha),mappingAlpha))
+                        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)  # strange that the translation factor for scale is not the same as for translate. ToDo: verify both matches with blender internal.
+                        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], 1.0 - material.alpha, trans))
@@ -1029,22 +1060,22 @@ def write_pov(filename, scene=None, info_callback=None):
                     else:
                         tabWrite('pigment {rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>}\n' % (col[0], col[1], col[2], 1.0 - material.alpha, trans))
 
-                    if texturesSpec !='':
-                        tabWrite('finish {%s}\n' % (safety(material_finish, Level=3)))# Level 3 is full specular
-                        
+                    if texturesSpec != "":
+                        tabWrite('finish {%s}\n' % (safety(material_finish, Level=3)))  # Level 3 is full specular
+
                     else:
-                        tabWrite('finish {%s}\n' % (safety(material_finish, Level=2)))# Level 2 is translated specular
+                        tabWrite('finish {%s}\n' % (safety(material_finish, Level=2)))  # Level 2 is translated specular
 
                 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 / t_dif.scale.x, 1 / t_dif.scale.y, 1 / t_dif.scale.z)) #strange that the translation factor for scale is not the same as for translate. ToDo: verify both matches with blender internal.
-                    if texturesAlpha !='':
-                        mappingAlpha = ('translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>' % (-t_alpha.offset.x,t_alpha.offset.y,t_alpha.offset.z, 1 / t_alpha.scale.x, 1 / t_alpha.scale.y, 1 / t_alpha.scale.z)) #strange that the translation factor for scale is not the same as for translate. ToDo: verify both matches with blender internal. 
-                        tabWrite('pigment {pigment_pattern {uv_mapping image_map{%s \"%s\" %s}%s}\n' % (imageFormat(texturesAlpha),texturesAlpha,imgMap(t_alpha),mappingAlpha))
+                    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))  # strange that the translation factor for scale is not the same as for translate. ToDo: verify both matches with blender internal.
+                    if texturesAlpha != "":
+                        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)  # strange that the translation factor for scale is not the same as for translate. ToDo: verify both matches with blender internal.
+                        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('[1 uv_mapping image_map {%s \"%s\" %s} %s]\n' % (imageFormat(texturesDif), texturesDif, (imgMap(t_dif) + imgGamma), mappingDif))
                         tabWrite('}\n')
                         tabWrite('}\n')
 
@@ -1052,42 +1083,40 @@ def write_pov(filename, scene=None, info_callback=None):
                         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("%s \"%s\" \n" % (imageFormat(texturesDif), texturesDif))
+                        tabWrite("%s\n" % (imgGamma + imgMap(t_dif)))
                         tabWrite('}\n')
                         tabWrite('%s\n' % mappingDif)
                         tabWrite('}\n')
-                    if texturesSpec !='':
-                        tabWrite('finish {%s}\n' % (safety(material_finish, Level=3)))# Level 3 is full specular
+                    if texturesSpec != "":
+                        tabWrite('finish {%s}\n' % (safety(material_finish, Level=3)))  # Level 3 is full specular
                     else:
-                        tabWrite('finish {%s}\n' % (safety(material_finish, Level=2)))# Level 2 is translated specular
+                        tabWrite('finish {%s}\n' % (safety(material_finish, Level=2)))  # Level 2 is translated specular
 
                     ## 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 !='':
+                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 / t_nor.scale.x, 1 / t_nor.scale.y, 1 / t_nor.scale.z))
+                    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')
+                    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 != "":
+                    tabWrite("]\n")
 
-                    tabWrite('}\n') 
+                    tabWrite("}\n")
 
                 #End of slope/ior texture_map
                 if material.diffuse_shader == 'MINNAERT' or material.diffuse_shader == 'FRESNEL':
-                    tabWrite(']\n')
-                    tabWrite('}\n')                          
-                tabWrite('}\n') #THEN IT CAN CLOSE IT   --MR
-                
+                    tabWrite("]\n")
+                    tabWrite("}\n")
+                tabWrite('}\n')  # THEN IT CAN CLOSE IT   --MR
 
                 ############################################################################################################
-
                 index[0] = idx
                 idx += 1
 
@@ -1095,7 +1124,7 @@ def write_pov(filename, scene=None, info_callback=None):
 
             # Face indices
             tabWrite('face_indices {\n')
-            tabWrite('%d' % (len(me_faces) + quadCount)) # faces count
+            tabWrite('%d' % (len(me_faces) + quadCount))  # faces count
             for fi, f in enumerate(me_faces):
                 fv = faces_verts[fi]
                 material_index = f.material_index
@@ -1112,11 +1141,10 @@ def write_pov(filename, scene=None, info_callback=None):
                     else:
                         cols = col.color1, col.color2, col.color3
 
-
-                if not me_materials or me_materials[material_index] is None: # No materials
+                if not me_materials or me_materials[material_index] is None:  # No materials
                     for i1, i2, i3 in indices:
                         file.write(',\n')
-                        tabWrite('<%d,%d,%d>' % (fv[i1], fv[i2], fv[i3])) # vert count
+                        tabWrite('<%d,%d,%d>' % (fv[i1], fv[i2], fv[i3]))  # vert count
                 else:
                     material = me_materials[material_index]
                     for i1, i2, i3 in indices:
@@ -1136,15 +1164,14 @@ def write_pov(filename, scene=None, info_callback=None):
                             ci1 = ci2 = ci3 = vertCols[diffuse_color[0], diffuse_color[1], diffuse_color[2], f.material_index][0]
 
                         file.write(',\n')
-                        tabWrite('<%d,%d,%d>, %d,%d,%d' % (fv[i1], fv[i2], fv[i3], ci1, ci2, ci3)) # vert count
-
+                        tabWrite('<%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
+            tabWrite('%d' % (len(me_faces) + quadCount))  # faces count
             for fi, fv in enumerate(faces_verts):
 
                 if len(fv) == 4:
@@ -1158,18 +1185,18 @@ def write_pov(filename, scene=None, info_callback=None):
                         tabWrite('<%d,%d,%d>' %\
                         (uniqueNormals[verts_normals[fv[i1]]][0],\
                          uniqueNormals[verts_normals[fv[i2]]][0],\
-                         uniqueNormals[verts_normals[fv[i3]]][0])) # vert count
+                         uniqueNormals[verts_normals[fv[i3]]][0]))  # vert count
                     else:
                         idx = uniqueNormals[faces_normals[fi]][0]
                         file.write(',\n')
-                        tabWrite('<%d,%d,%d>' % (idx, idx, idx)) # vert count
+                        tabWrite('<%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
+                tabWrite('%d' % (len(me_faces) + quadCount))  # faces count
                 for fi, fv in enumerate(faces_verts):
 
                     if len(fv) == 4:
@@ -1194,20 +1221,20 @@ def write_pov(filename, scene=None, info_callback=None):
 
             if me.materials:
                 try:
-                    material = me.materials[0] # dodgy
+                    material = me.materials[0]  # dodgy
                     writeObjectMaterial(material)
                 except IndexError:
                     print(me)
 
             writeMatrix(matrix)
-            
-            #Importance for radiosity sampling added here: 
+
+            #Importance for radiosity sampling added here:
             tabWrite('radiosity { \n')
             tabWrite('importance %3g \n' % importance)
-            tabWrite('}\n') 
+            tabWrite('}\n')
 
-            tabWrite('}\n') # End of mesh block
-            tabWrite('%s\n' % name) # Use named declaration to allow reference e.g. for baking. MR
+            tabWrite('}\n')  # End of mesh block
+            tabWrite('%s\n' % name)  # Use named declaration to allow reference e.g. for baking. MR
 
             bpy.data.meshes.remove(me)
 
@@ -1217,13 +1244,13 @@ def write_pov(filename, scene=None, info_callback=None):
         matrix = global_matrix * camera.matrix_world
         if not world:
             return
-        #############Maurice#################################### 
+        #############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 == 'PREMUL' or render.alpha_mode == 'PREMUL' :
+                #Non fully transparent background could premultiply alpha and avoid anti-aliasing display issue:
+                if render.alpha_mode == 'PREMUL' or render.alpha_mode == 'PREMUL':  # XXX FIXME!
                     tabWrite('background {rgbt<%.3g, %.3g, %.3g, 0.75>}\n' % (world.horizon_color[:]))
                 #Currently using no alpha with Sky option:
                 elif render.alpha_mode == 'SKY':
@@ -1232,51 +1259,55 @@ def write_pov(filename, scene=None, info_callback=None):
                 else:
                     tabWrite('background {rgbt<%.3g, %.3g, %.3g, 1>}\n' % (world.horizon_color[:]))
 
-                    
-            worldTexCount=0
+            worldTexCount = 0
             #For Background image textures
-            for t in world.texture_slots: #risk to write several sky_spheres but maybe ok.
+            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
-                if t and t.texture.type == 'IMAGE': #and t.use: #No enable checkbox for world textures yet (report it?)
-                    image_filename  = path_image(t.texture.image.filepath)
-                    if t.texture.image.filepath != image_filename: t.texture.image.filepath = image_filename
-                    if image_filename != '' and t.use_map_blend: 
+                    worldTexCount += 1
+                if t and t.texture.type == 'IMAGE':  # and t.use: #No enable checkbox for world textures yet (report it?)
+                    image_filename = path_image(t.texture.image.filepath)
+                    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/
                     #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))#replace 4/3 by the ratio of each image found by some custom or existing function
                     #using camera rotation valuesdirectly from blender seems much easier
-                    if t_blend.texture_coords=='ANGMAP':
-                        mappingBlend = ('')
+                    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 ,t_blend.offset.y / 10 ,t_blend.offset.z / 10, 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. 
+                        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('sky_sphere {\n')
                     tabWrite('pigment {\n')
-                    tabWrite('image_map{%s \"%s\" %s}\n' % (imageFormat(texturesBlend),texturesBlend,imgMapBG(t_blend)))
+                    tabWrite('image_map{%s \"%s\" %s}\n' % (imageFormat(texturesBlend), texturesBlend, imgMapBG(t_blend)))
                     tabWrite('}\n')
                     tabWrite('%s\n' % (mappingBlend))
-                    tabWrite('}\n')  
+                    tabWrite('}\n')
                     #tabWrite('scale 2\n')
                     #tabWrite('translate -1\n')
-      
-            #For only Background gradient        
-        
-            if worldTexCount==0:
+
+            #For only Background gradient
+
+            if worldTexCount == 0:
                 if world.use_sky_blend:
-                    tabWrite('sky_sphere {\n')            
+                    tabWrite('sky_sphere {\n')
                     tabWrite('pigment {\n')
-                    tabWrite('gradient y\n')#maybe Should follow the advice of POV doc about replacing gradient for skysphere..5.5
+                    tabWrite('gradient y\n')  # maybe Should follow the advice of POV doc about replacing gradient for skysphere..5.5
                     tabWrite('color_map {\n')
                     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[:]))
                     elif render.alpha_mode == 'PREMUL':
                         tabWrite('[0.0 rgbt<%.3g, %.3g, %.3g, 0.99>]\n' % (world.horizon_color[:]))
-                        tabWrite('[1.0 rgbt<%.3g, %.3g, %.3g, 0.99>]\n' % (world.zenith_color[:])) #aa premult not solved with transmit 1
+                        tabWrite('[1.0 rgbt<%.3g, %.3g, %.3g, 0.99>]\n' % (world.zenith_color[:]))  # aa premult not solved with transmit 1
                     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[:]))
@@ -1286,10 +1317,10 @@ def write_pov(filename, scene=None, info_callback=None):
                     #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 
-                
+            #    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 
+            #scene.pov_radio_enable = world.light_settings.use_indirect_light
             #and other such translations but maybe this would not be allowed either?
 
         ###############################################################
@@ -1335,13 +1366,13 @@ def write_pov(filename, scene=None, info_callback=None):
             tabWrite('pretrace_end %.3g\n' % scene.pov_radio_pretrace_end)
             tabWrite('recursion_limit %d\n' % scene.pov_radio_recursion_limit)
             tabWrite('}\n')
-        once=1
+        once = 1
         for material in bpy.data.materials:
             if material.subsurface_scattering.use and once:
-                tabWrite('mm_per_unit %.6f\n' % (material.subsurface_scattering.scale * (-100) + 15))#In pov, the scale has reversed influence compared to blender. these number should correct that
-                once=0 #In POV-Ray, the scale factor for all subsurface shaders needs to be the same
+                tabWrite('mm_per_unit %.6f\n' % (material.subsurface_scattering.scale * (-100.0) + 15.0))  # In pov, the scale has reversed influence compared to blender. these number should correct that
+                once = 0  # In POV-Ray, the scale factor for all subsurface shaders needs to be the same
 
-        if world: 
+        if world:
             tabWrite('ambient_light rgb<%.3g, %.3g, %.3g>\n' % world.ambient_color[:])
 
         if material.pov_photons_refraction or material.pov_photons_reflection:
@@ -1354,43 +1385,50 @@ def write_pov(filename, scene=None, info_callback=None):
 
         tabWrite('}\n')
 
-        
     sel = scene.objects
     comments = scene.pov_comments_enable
-    if comments: file.write('//---------------------------------------------\n//--Exported with POV-Ray exporter for Blender--\n//---------------------------------------------\n\n')
-    
+    if comments:
+        file.write('//---------------------------------------------\n//--Exported with POV-Ray exporter for Blender--\n//---------------------------------------------\n\n')
+
     file.write('#version 3.7;\n')
-    
-    if comments: file.write('\n//--Global settings and background--\n\n')
-    
+
+    if comments:
+        file.write('\n//--Global settings and background--\n\n')
+
     exportGlobalSettings(scene)
-    
-    if comments: file.write('\n')
-    
+
+    if comments:
+        file.write('\n')
+
     exportWorld(scene.world)
-    
-    if comments: file.write('\n//--Cameras--\n\n')
-    
+
+    if comments:
+        file.write('\n//--Cameras--\n\n')
+
     exportCamera()
-    
-    if comments: file.write('\n//--Lamps--\n\n')
-    
+
+    if comments:
+        file.write('\n//--Lamps--\n\n')
+
     exportLamps([l for l in sel if l.type == 'LAMP'])
-    
-    if comments: file.write('\n//--Material Definitions--\n\n')
-    
+
+    if comments:
+        file.write('\n//--Material Definitions--\n\n')
+
     # Convert all materials to strings we can access directly per vertex.
     #exportMaterials()
-    writeMaterial(None) # default material
+    writeMaterial(None)  # default material
     for material in bpy.data.materials:
-        if material.users > 0: 
+        if material.users > 0:
             writeMaterial(material)
-    if comments: file.write('\n')
+    if comments:
+        file.write('\n')
 
     exportMeta([l for l in sel if l.type == 'META'])
 
-    if comments: file.write('//--Mesh objects--\n')
-    
+    if comments:
+        file.write('//--Mesh objects--\n')
+
     exportMeshs(scene, sel)
     #What follow used to happen here:
     #exportCamera()
@@ -1402,13 +1440,12 @@ def write_pov(filename, scene=None, info_callback=None):
     #print('pov file closed %s' % file.closed)
     file.close()
     #print('pov file closed %s' % file.closed)
-    
 
 
 def write_pov_ini(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)
 
@@ -1429,17 +1466,17 @@ def write_pov_ini(filename_ini, filename_pov, filename_image):
     file.write('End_Row=%d\n' % (part.y+part.h))
     '''
 
-    file.write('Bounding_Method=2\n')#The new automatic BSP is faster in most scenes
+    file.write('Bounding_Method=2\n')  # The new automatic BSP is faster in most scenes
 
-    file.write('Display=1\n')#Activated (turn this back off when better live exchange is done between the two programs (see next comment)
+    file.write('Display=1\n')  # Activated (turn this back off when better live exchange is done between the two programs (see next comment)
     file.write('Pause_When_Done=0\n')
-    file.write('Output_File_Type=N\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')  # 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=T\n') # TGA, best progressive loading
     file.write('Output_Alpha=1\n')
 
     if scene.pov_antialias_enable:
         # aa_mapping = {'5': 2, '8': 3, '11': 4, '16': 5} # method 2 (recursive) with higher max subdiv forced because no mipmapping in POV-Ray needs higher sampling.
-        method = {'0':1, '1':2}
+        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)
@@ -1449,8 +1486,8 @@ def write_pov_ini(filename_ini, filename_pov, filename_image):
             file.write('Jitter=on\n')
             file.write('Jitter_Amount=%3g\n' % scene.pov_jitter_amount)
         else:
-            file.write('Jitter=off\n')#prevent animation flicker
- 
+            file.write('Jitter=off\n')  # prevent animation flicker
+
     else:
         file.write('Antialias=off\n')
     #print('ini file closed %s' % file.closed)
@@ -1462,13 +1499,13 @@ class PovrayRender(bpy.types.RenderEngine):
     bl_idname = 'POVRAY_RENDER'
     bl_label = 'POV-Ray 3.7'
     DELAY = 0.5
-    
+
     def _export(self, scene):
         import tempfile
-        
+
         # mktemp is Deprecated since version 2.3, replaced with NamedTemporaryFile() #CR
         self._temp_file_in = tempfile.NamedTemporaryFile(suffix='.pov', delete=False)
-        self._temp_file_out = tempfile.NamedTemporaryFile(suffix='.png', delete=False)#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)  # 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='.tga', delete=False)
         self._temp_file_ini = tempfile.NamedTemporaryFile(suffix='.ini', delete=False)
         '''
@@ -1486,7 +1523,7 @@ class PovrayRender(bpy.types.RenderEngine):
     def _render(self, scene):
 
         try:
-            os.remove(self._temp_file_out.name) # so as not to load the old file
+            os.remove(self._temp_file_out.name)  # so as not to load the old file
         except OSError:
             pass
 
@@ -1495,18 +1532,18 @@ class PovrayRender(bpy.types.RenderEngine):
         print ('***-STARTING-***')
 
         pov_binary = 'povray'
-        
+
         extra_args = []
-        
+
         if scene.pov_command_line_switches != "":
             for newArg in scene.pov_command_line_switches.split(' '):
                 extra_args.append(newArg)
-        
+
         if sys.platform == 'win32':
             import winreg
             regKey = winreg.OpenKey(winreg.HKEY_CURRENT_USER, 'Software\\POV-Ray\\v3.7\\Windows')
 
-            #64 bits blender 
+            #64 bits blender
             if bitness == 64:
                 try:
                     pov_binary = winreg.QueryValueEx(regKey, 'Home')[0] + '\\bin\\pvengine64'
@@ -1520,13 +1557,12 @@ class PovrayRender(bpy.types.RenderEngine):
                         print("POV-Ray 3.7 64 bits could not execute, running 32 bits instead")
                 else:
                     print("POV-Ray 3.7 64 bits found")
-                    
-                        
-            #32 bits blender            
+
+            #32 bits blender
             else:
                 try:
                     pov_binary = winreg.QueryValueEx(regKey, 'Home')[0] + '\\bin\\pvengine'
-                # someone might also run povray 64 bits with a 32 bits build of blender. 
+                # someone might also run povray 64 bits with a 32 bits build of blender.
                 except OSError:
                     try:
                         pov_binary = winreg.QueryValueEx(regKey, 'Home')[0] + '\\bin\\pvengine64'
@@ -1536,17 +1572,17 @@ class PovrayRender(bpy.types.RenderEngine):
                         print("Running POV-Ray 3.7 64 bits build with 32 bits Blender, \nYou might want to run Blender 64 bits as well.")
                 else:
                     print("POV-Ray 3.7 32 bits found")
-                    
+
         else:
             # DH - added -d option to prevent render window popup which leads to segfault on linux
             extra_args.append('-d')
 
         # print('Extra Args: ' + str(extra_args))
-        
+
         if 1:
             # TODO, when POV-Ray isn't found this gives a cryptic error, would be nice to be able to detect if it exists
             try:
-                self._process = subprocess.Popen([pov_binary, self._temp_file_ini.name] + extra_args) # stdout=subprocess.PIPE, stderr=subprocess.PIPE
+                self._process = subprocess.Popen([pov_binary, self._temp_file_ini.name] + extra_args)  # stdout=subprocess.PIPE, stderr=subprocess.PIPE
             except OSError:
                 # TODO, report api
                 print("POV-Ray 3.7: could not execute '%s', possibly POV-Ray isn't installed" % pov_binary)
@@ -1566,11 +1602,11 @@ class PovrayRender(bpy.types.RenderEngine):
         for f in (self._temp_file_in, self._temp_file_ini, self._temp_file_out):
             #print('Name: %s' % f.name)
             #print('File closed %s' % f.closed)
-            f.close() # Why do I have to close them again? Without closeing the pov and ini files are not deletable. PNG is not closable!
+            f.close()  # Why do I have to close them again? Without closeing the pov and ini files are not deletable. PNG is not closable!
             try:
                 os.unlink(f.name)
                 #os.remove(f.name)
-            except OSError:  #was that the proper error type?
+            except OSError:  # was that the proper error type?
                 #print('Couldn\'t remove/unlink TEMP file %s' % f.name)
                 pass
             #print('')
@@ -1588,13 +1624,13 @@ class PovrayRender(bpy.types.RenderEngine):
             return
 
         r = scene.render
-##WIP output format 
+##WIP output format
 ##        if r.file_format == 'OPENEXR':
 ##            fformat = 'EXR'
 ##            render.color_mode = 'RGBA'
 ##        else:
 ##            fformat = 'TGA'
-##            r.file_format = 'TARGA'            
+##            r.file_format = 'TARGA'
 ##            r.color_mode = 'RGBA'
 
         # compute resolution
@@ -1611,7 +1647,7 @@ class PovrayRender(bpy.types.RenderEngine):
                 except OSError:
                     pass
                 break
-            
+
             poll_result = self._process.poll()
             if poll_result is not None:
                 print('***POV PROCESS FAILED : %s ***' % poll_result)
@@ -1660,7 +1696,6 @@ class PovrayRender(bpy.types.RenderEngine):
                 # 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.name)
 
@@ -1671,9 +1706,7 @@ class PovrayRender(bpy.types.RenderEngine):
                 time.sleep(self.DELAY)
         else:
             print('***POV FILE NOT FOUND***')
-        
+
         print('***POV FINISHED***')
         #time.sleep(self.DELAY)
         self._cleanup()
-
-
diff --git a/render_povray/ui.py b/render_povray/ui.py
index 1e14519bb0eb2e54d3a9ff291c87b61609587894..93a21e0c161dd1ec339fdf4a0395609ce09caa9e 100644
--- a/render_povray/ui.py
+++ b/render_povray/ui.py
@@ -16,6 +16,8 @@
 #
 # ##### END GPL LICENSE BLOCK #####
 
+# <pep8 compliant>
+
 import bpy
 
 # Use some of the existing buttons.
@@ -82,7 +84,6 @@ for member in dir(properties_data_lamp):
 del properties_data_lamp
 
 
-
 class RenderButtonsPanel():
     bl_space_type = 'PROPERTIES'
     bl_region_type = 'WINDOW'
@@ -94,6 +95,7 @@ class RenderButtonsPanel():
         rd = context.scene.render
         return (rd.use_game_engine == False) and (rd.engine in cls.COMPAT_ENGINES)
 
+
 class MaterialButtonsPanel():
     bl_space_type = 'PROPERTIES'
     bl_region_type = 'WINDOW'
@@ -106,6 +108,7 @@ class MaterialButtonsPanel():
         rd = context.scene.render
         return mat and (rd.use_game_engine == False) and (rd.engine in cls.COMPAT_ENGINES)
 
+
 class TextureButtonsPanel():
     bl_space_type = 'PROPERTIES'
     bl_region_type = 'WINDOW'
@@ -118,6 +121,7 @@ class TextureButtonsPanel():
         rd = context.scene.render
         return tex and (rd.use_game_engine == False) and (rd.engine in cls.COMPAT_ENGINES)
 
+
 class ObjectButtonsPanel():
     bl_space_type = 'PROPERTIES'
     bl_region_type = 'WINDOW'
@@ -129,7 +133,10 @@ class ObjectButtonsPanel():
         obj = context.object
         rd = context.scene.render
         return obj and (rd.use_game_engine == False) and (rd.engine in cls.COMPAT_ENGINES)
+
 ########################################MR######################################
+
+
 class MATERIAL_PT_povray_mirrorIOR(MaterialButtonsPanel, bpy.types.Panel):
     bl_label = "IOR Mirror"
     COMPAT_ENGINES = {'POVRAY_RENDER'}
@@ -153,8 +160,8 @@ class MATERIAL_PT_povray_mirrorIOR(MaterialButtonsPanel, bpy.types.Panel):
             row.label(text="The current Raytrace ")
             row = col.row()
             row.alignment = 'CENTER'
-            row.label(text="Transparency IOR is: "+str(mat.raytrace_transparency.ior))
-  
+            row.label(text="Transparency IOR is: " + str(mat.raytrace_transparency.ior))
+
 
 class MATERIAL_PT_povray_metallic(MaterialButtonsPanel, bpy.types.Panel):
     bl_label = "metallic Mirror"
@@ -171,6 +178,7 @@ class MATERIAL_PT_povray_metallic(MaterialButtonsPanel, bpy.types.Panel):
         mat = context.material
         layout.active = mat.pov_mirror_metallic
 
+
 class MATERIAL_PT_povray_conserve_energy(MaterialButtonsPanel, bpy.types.Panel):
     bl_label = "conserve energy"
     COMPAT_ENGINES = {'POVRAY_RENDER'}
@@ -186,6 +194,7 @@ class MATERIAL_PT_povray_conserve_energy(MaterialButtonsPanel, bpy.types.Panel):
         mat = context.material
         layout.active = mat.pov_conserve_energy
 
+
 class MATERIAL_PT_povray_iridescence(MaterialButtonsPanel, bpy.types.Panel):
     bl_label = "iridescence"
     COMPAT_ENGINES = {'POVRAY_RENDER'}
@@ -200,7 +209,7 @@ class MATERIAL_PT_povray_iridescence(MaterialButtonsPanel, bpy.types.Panel):
 
         mat = context.material
         layout.active = mat.pov_irid_enable
-        
+
         if mat.pov_irid_enable:
             split = layout.split()
 
@@ -214,14 +223,13 @@ class MATERIAL_PT_povray_caustics(MaterialButtonsPanel, bpy.types.Panel):
     bl_label = "Caustics"
     COMPAT_ENGINES = {'POVRAY_RENDER'}
 
-
     def draw_header(self, context):
         mat = context.material
 
         self.layout.prop(mat, "pov_caustics_enable", text="")
 
     def draw(self, context):
-        
+
         layout = self.layout
 
         mat = context.material
@@ -236,17 +244,15 @@ class MATERIAL_PT_povray_caustics(MaterialButtonsPanel, bpy.types.Panel):
 ##                mat.pov_fake_caustics = False
 ##                mat.pov_photons_refraction = False
 ##                mat.pov_photons_reflection = True
-            if mat.pov_refraction_type=="1":
+            if mat.pov_refraction_type == "1":
 ##                mat.pov_fake_caustics = True
 ##                mat.pov_photons_refraction = False
                 col.prop(mat, "pov_fake_caustics_power", slider=True)
-            elif mat.pov_refraction_type=="2":
+            elif mat.pov_refraction_type == "2":
 ##                mat.pov_fake_caustics = False
 ##                mat.pov_photons_refraction = True
                 col.prop(mat, "pov_photons_dispersion", slider=True)
             col.prop(mat, "pov_photons_reflection")
-                
-                
 
 ##            col.prop(mat, "pov_fake_caustics")
 ##            if mat.pov_fake_caustics:
@@ -261,6 +267,8 @@ class MATERIAL_PT_povray_caustics(MaterialButtonsPanel, bpy.types.Panel):
 ##            col.prop(mat, "pov_photons_reflection")
 ####TODO : MAKE THIS A real RADIO BUTTON (using EnumProperty?)
 ######################################EndMR#####################################
+
+
 class RENDER_PT_povray_global_settings(RenderButtonsPanel, bpy.types.Panel):
     bl_label = "Global Settings"
     COMPAT_ENGINES = {'POVRAY_RENDER'}
@@ -276,12 +284,13 @@ class RENDER_PT_povray_global_settings(RenderButtonsPanel, bpy.types.Panel):
 
         col = split.column()
         col.label(text="Command line switches:")
-        col.prop(scene, "pov_command_line_switches", text="" )
+        col.prop(scene, "pov_command_line_switches", text="")
         split = layout.split()
         col = split.column()
         col.prop(scene, "pov_max_trace_level", text="Ray Depth")
         col = split.column()
 
+
 class RENDER_PT_povray_antialias(RenderButtonsPanel, bpy.types.Panel):
     bl_label = "Anti-Aliasing"
     COMPAT_ENGINES = {'POVRAY_RENDER'}
@@ -304,7 +313,7 @@ class RENDER_PT_povray_antialias(RenderButtonsPanel, bpy.types.Panel):
         col.prop(scene, "pov_antialias_method", text="")
         col = split.column()
         col.prop(scene, "pov_jitter_enable", text="Jitter")
-      
+
         split = layout.split()
         col = split.column()
         col.prop(scene, "pov_antialias_depth", text="AA Depth")
@@ -319,9 +328,9 @@ class RENDER_PT_povray_antialias(RenderButtonsPanel, bpy.types.Panel):
         col = split.column()
         col.prop(scene, "pov_antialias_threshold", text="AA Threshold")
         col = split.column()
-        col.prop(scene, "pov_antialias_gamma", text="AA Gamma")    
-        
-        
+        col.prop(scene, "pov_antialias_gamma", text="AA Gamma")
+
+
 class RENDER_PT_povray_radiosity(RenderButtonsPanel, bpy.types.Panel):
     bl_label = "Radiosity"
     COMPAT_ENGINES = {'POVRAY_RENDER'}
@@ -374,6 +383,7 @@ class RENDER_PT_povray_radiosity(RenderButtonsPanel, bpy.types.Panel):
             col = split.column()
             col.prop(scene, "pov_radio_always_sample")
 
+
 class RENDER_PT_povray_media(RenderButtonsPanel, bpy.types.Panel):
     bl_label = "Atmosphere Media"
     COMPAT_ENGINES = {'POVRAY_RENDER'}
@@ -431,7 +441,7 @@ class RENDER_PT_povray_formatting(RenderButtonsPanel, bpy.types.Panel):
         col = split.column()
         col.prop(scene, "pov_indentation_character", text="Indent")
         col = split.column()
-        if scene.pov_indentation_character=="2": 
+        if scene.pov_indentation_character == "2":
             col.prop(scene, "pov_indentation_spaces", text="Spaces")
         split = layout.split()
         col = split.column()
@@ -458,6 +468,7 @@ class TEXTURE_PT_povray_tex_gamma(TextureButtonsPanel, bpy.types.Panel):
         col = split.column()
         col.prop(tex, "pov_tex_gamma_value", text="Gamma Value")
 
+
 class OBJECT_PT_povray_obj_importance(ObjectButtonsPanel, bpy.types.Panel):
     bl_label = "POV-Ray"
     COMPAT_ENGINES = {'POVRAY_RENDER'}
@@ -472,4 +483,3 @@ class OBJECT_PT_povray_obj_importance(ObjectButtonsPanel, bpy.types.Panel):
 
         col = split.column()
         col.prop(obj, "pov_importance_value", text="Importance")
-