diff --git a/render_povray/__init__.py b/render_povray/__init__.py index e5e456007341986e5c9ade5cd041a7c3ed7e0ee0..140e89695ea3af4274e5ed4ee0b858a74112802e 100644 --- a/render_povray/__init__.py +++ b/render_povray/__init__.py @@ -248,7 +248,7 @@ class RenderPovSettingsScene(PropertyGroup): name="Low Error Factor", description="Just enough samples is slightly blotchy. Low error changes error " "tolerance for less critical last refining pass", - min=0.0, max=1.0, soft_min=0.0, soft_max=1.0, default=0.5) + min=0.000001, max=1.0, soft_min=0.000001, soft_max=1.0, default=0.5) # max_sample - not available yet radio_media = BoolProperty( @@ -355,7 +355,7 @@ class RenderPovSettingsMaterial(PropertyGroup): description="Values typically range from 0.0 to 1.0 or higher. Zero is no caustics. " "Low, non-zero values give broad hot-spots while higher values give " "tighter, smaller simulated focal points", - min=0.00, max=10.0, soft_min=0.00, soft_max=1.10, default=0.1) + min=0.00, max=10.0, soft_min=0.00, soft_max=1.10, default=0.5) photons_refraction = BoolProperty( name="Refractive Photon Caustics", description="more physically correct", @@ -429,7 +429,7 @@ class RenderPovSettingsObject(PropertyGroup): 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) + min=0.01, max=1.00, default=0.50) # Collect photons collect_photons = BoolProperty( diff --git a/render_povray/render.py b/render_povray/render.py index 50cece644545bd1d3098d0541baade95dcdc833d..86ecf77af514ea429d87d46beb34bad6e1eedd5b 100644 --- a/render_povray/render.py +++ b/render_povray/render.py @@ -1544,12 +1544,10 @@ def write_pov(filename, scene=None, info_callback=None): tabWrite("}\n") c += 1 - if material.pov.replacement_text == "": - - + - # Close first layer of POV "texture" (Blender material) - tabWrite("}\n") + # Close first layer of POV "texture" (Blender material) + tabWrite("}\n") if (material.specular_color.r == material.specular_color.g) and (material.specular_color.r == material.specular_color.b): colored_specular_found = False