diff --git a/render_povray/__init__.py b/render_povray/__init__.py
new file mode 100644
index 0000000000000000000000000000000000000000..02208804b61483f8ad1ef3278fef6e055082cb2f
--- /dev/null
+++ b/render_povray/__init__.py
@@ -0,0 +1,54 @@
+# ##### BEGIN GPL LICENSE BLOCK #####
+#
+#  This program is free software; you can redistribute it and/or
+#  modify it under the terms of the GNU General Public License
+#  as published by the Free Software Foundation; either version 2
+#  of the License, or (at your option) any later version.
+#
+#  This program is distributed in the hope that it will be useful,
+#  but WITHOUT ANY WARRANTY; without even the implied warranty of
+#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+#  GNU General Public License for more details.
+#
+#  You should have received a copy of the GNU General Public License
+#  along with this program; if not, write to the Free Software Foundation,
+#  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+#
+# ##### END GPL LICENSE BLOCK #####
+
+bl_addon_info = {
+    'name': 'Render:PovRay',
+    'author': 'Campbell Barton',
+    'version': '0.1',
+    'blender': (2, 5, 4),
+    'location': 'Info Header (engine dropdown)',
+    'description': 'Basic povray integration for blender',
+    'warning': '', # used for warning icon and text in addons panel
+    'wiki_url': 'http://wiki.blender.org/index.php/Extensions:2.5/Py/' \
+        'Scripts/Render/PovRay',
+    'tracker_url': 'https://projects.blender.org/tracker/index.php?'\
+        'func=detail&aid=23145&group_id=153&atid=469',
+    'category': 'Render'}
+
+
+def register():
+    import bpy
+    from render_povray import ui, render
+    classes = [render.PovrayRender,ui.RENDER_PT_povray_radiosity]
+    register = bpy.types.register
+    for cls in classes:
+        register(cls)
+
+
+def unregister():
+    import bpy
+    from render_povray import ui, render
+    classes = [render.PovrayRender,ui.RENDER_PT_povray_radiosity]
+    unregister = bpy.types.unregister
+    for cls in classes:
+        unregister(cls)
+
+if __name__ == "__main__":
+    register()
+
+
diff --git a/render_povray/render.py b/render_povray/render.py
new file mode 100644
index 0000000000000000000000000000000000000000..79d49a45ca55858017fbce803a5d439f2d381cb6
--- /dev/null
+++ b/render_povray/render.py
@@ -0,0 +1,787 @@
+# ##### BEGIN GPL LICENSE BLOCK #####
+#
+#  This program is free software; you can redistribute it and/or
+#  modify it under the terms of the GNU General Public License
+#  as published by the Free Software Foundation; either version 2
+#  of the License, or (at your option) any later version.
+#
+#  This program is distributed in the hope that it will be useful,
+#  but WITHOUT ANY WARRANTY; without even the implied warranty of
+#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+#  GNU General Public License for more details.
+#
+#  You should have received a copy of the GNU General Public License
+#  along with this program; if not, write to the Free Software Foundation,
+#  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+#
+# ##### END GPL LICENSE BLOCK #####
+
+import bpy
+import subprocess, os, sys, time
+from render_povray.write import write_pov, write_pov_ini
+
+import platform as pltfrm
+if pltfrm.architecture()[0] == '64bit':
+    bitness = 64
+else:
+    bitness = 32
+
+
+def write_pov(filename, scene=None, info_callback=None):
+    file = open(filename, 'w')
+
+    # Only for testing
+    if not scene:
+        scene = bpy.data.scenes[0]
+
+    render = scene.render
+    world = scene.world
+
+    def uniqueName(name, nameSeq):
+
+        if name not in nameSeq:
+            return name
+
+        name_orig = name
+        i = 1
+        while name in nameSeq:
+            name = '%s_%.3d' % (name_orig, i)
+            i += 1
+
+        return name
+
+    def writeMatrix(matrix):
+        file.write('\tmatrix <%.6f, %.6f, %.6f,  %.6f, %.6f, %.6f,  %.6f, %.6f, %.6f,  %.6f, %.6f, %.6f>\n' %\
+        (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):
+        if material and material.transparency_method == 'RAYTRACE':
+            file.write('\tinterior { ior %.6f }\n' % material.raytrace_transparency.ior)
+
+            # Other interior args
+            # fade_distance 2
+            # fade_power [Value]
+            # fade_color
+
+            # dispersion
+            # dispersion_samples
+
+    materialNames = {}
+    DEF_MAT_NAME = 'Default'
+
+    def writeMaterial(material):
+        # Assumes only called once on each material
+
+        if material:
+            name_orig = material.name
+        else:
+            name_orig = DEF_MAT_NAME
+
+        name = materialNames[name_orig] = uniqueName(bpy.utils.clean_name(name_orig), materialNames)
+
+        file.write('#declare %s = finish {\n' % name)
+
+        if material:
+            file.write('\tdiffuse %.3g\n' % material.diffuse_intensity)
+            file.write('\tspecular %.3g\n' % material.specular_intensity)
+
+            file.write('\tambient %.3g\n' % material.ambient)
+            #file.write('\tambient rgb <%.3g, %.3g, %.3g>\n' % tuple([c*material.ambient for c in world.ambient_color])) # povray blends the global value
+
+            # map hardness between 0.0 and 1.0
+            roughness = ((1.0 - ((material.specular_hardness - 1.0) / 510.0)))
+            # scale from 0.0 to 0.1
+            roughness *= 0.1
+            # add a small value because 0.0 is invalid
+            roughness += (1 / 511.0)
+
+            file.write('\troughness %.3g\n' % roughness)
+
+            # 'phong 70.0 '
+
+            if material.raytrace_mirror.enabled:
+                raytrace_mirror = material.raytrace_mirror
+                if raytrace_mirror.reflect_factor:
+                    file.write('\treflection {\n')
+                    file.write('\t\trgb <%.3g, %.3g, %.3g>' % tuple(material.mirror_color))
+                    file.write('\t\tfresnel 1 falloff %.3g exponent %.3g metallic %.3g} ' % (raytrace_mirror.fresnel, raytrace_mirror.fresnel_factor, raytrace_mirror.reflect_factor))
+
+        else:
+            file.write('\tdiffuse 0.8\n')
+            file.write('\tspecular 0.2\n')
+
+
+        # This is written into the object
+        '''
+        if material and material.transparency_method=='RAYTRACE':
+            'interior { ior %.3g} ' % material.raytrace_transparency.ior
+        '''
+
+        #file.write('\t\t\tcrand 1.0\n') # Sand granyness
+        #file.write('\t\t\tmetallic %.6f\n' % material.spec)
+        #file.write('\t\t\tphong %.6f\n' % material.spec)
+        #file.write('\t\t\tphong_size %.6f\n' % material.spec)
+        #file.write('\t\t\tbrilliance %.6f ' % (material.specular_hardness/256.0) # Like hardness
+
+        file.write('}\n')
+
+    def exportCamera():
+        camera = scene.camera
+        matrix = camera.matrix_world
+
+        # compute resolution
+        Qsize = float(render.resolution_x) / float(render.resolution_y)
+
+        file.write('camera {\n')
+        file.write('\tlocation  <0, 0, 0>\n')
+        file.write('\tlook_at  <0, 0, -1>\n')
+        file.write('\tright <%s, 0, 0>\n' % - Qsize)
+        file.write('\tup <0, 1, 0>\n')
+        file.write('\tangle  %f \n' % (360.0 * atan(16.0 / camera.data.lens) / pi))
+
+        file.write('\trotate  <%.6f, %.6f, %.6f>\n' % tuple([degrees(e) for e in matrix.rotation_part().to_euler()]))
+        file.write('\ttranslate <%.6f, %.6f, %.6f>\n' % (matrix[3][0], matrix[3][1], matrix[3][2]))
+        file.write('}\n')
+
+    def exportLamps(lamps):
+        # Get all lamps
+        for ob in lamps:
+            lamp = ob.data
+
+            matrix = ob.matrix_world
+
+            color = tuple([c * lamp.energy for c in lamp.color]) # Colour is modified by energy
+
+            file.write('light_source {\n')
+            file.write('\t< 0,0,0 >\n')
+            file.write('\tcolor rgb<%.3g, %.3g, %.3g>\n' % color)
+
+            if lamp.type == 'POINT': # Point Lamp
+                pass
+            elif lamp.type == 'SPOT': # Spot
+                file.write('\tspotlight\n')
+
+                # Falloff is the main radius from the centre line
+                file.write('\tfalloff %.2f\n' % (degrees(lamp.spot_size) / 2.0)) # 1 TO 179 FOR BOTH
+                file.write('\tradius %.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.
+                file.write('\ttightness 0\n') # 0:10f
+
+                file.write('\tpoint_at  <0, 0, -1>\n')
+            elif lamp.type == 'SUN':
+                file.write('\tparallel\n')
+                file.write('\tpoint_at  <0, 0, -1>\n') # *must* be after 'parallel'
+
+            elif lamp.type == 'AREA':
+
+                size_x = lamp.size
+                samples_x = lamp.shadow_ray_samples_x
+                if lamp.shape == 'SQUARE':
+                    size_y = size_x
+                    samples_y = samples_x
+                else:
+                    size_y = lamp.size_y
+                    samples_y = lamp.shadow_ray_samples_y
+
+                file.write('\tarea_light <%d,0,0>,<0,0,%d> %d, %d\n' % (size_x, size_y, samples_x, samples_y))
+                if lamp.shadow_ray_sampling_method == 'CONSTANT_JITTERED':
+                    if lamp.jitter:
+                        file.write('\tjitter\n')
+                else:
+                    file.write('\tadaptive 1\n')
+                    file.write('\tjitter\n')
+
+            if lamp.shadow_method == 'NOSHADOW':
+                file.write('\tshadowless\n')
+
+            file.write('\tfade_distance %.6f\n' % lamp.distance)
+            file.write('\tfade_power %d\n' % 1) # Could use blenders lamp quad?
+            writeMatrix(matrix)
+
+            file.write('}\n')
+
+    def exportMeta(metas):
+
+        # TODO - blenders 'motherball' naming is not supported.
+
+        for ob in metas:
+            meta = ob.data
+
+            file.write('blob {\n')
+            file.write('\t\tthreshold %.4g\n' % meta.threshold)
+
+            try:
+                material = meta.materials[0] # lame! - blender cant do enything else.
+            except:
+                material = None
+
+            for elem in meta.elements:
+
+                if elem.type not in ('BALL', 'ELLIPSOID'):
+                    continue # Not supported
+
+                loc = elem.location
+
+                stiffness = elem.stiffness
+                if elem.negative:
+                    stiffness = - stiffness
+
+                if elem.type == 'BALL':
+
+                    file.write('\tsphere { <%.6g, %.6g, %.6g>, %.4g, %.4g ' % (loc.x, loc.y, loc.z, elem.radius, stiffness))
+
+                    # After this wecould do something simple like...
+                    # 	"pigment {Blue} }"
+                    # except we'll write the color
+
+                elif elem.type == 'ELLIPSOID':
+                    # location is modified by scale
+                    file.write('\tsphere { <%.6g, %.6g, %.6g>, %.4g, %.4g ' % (loc.x / elem.size_x, loc.y / elem.size_y, loc.z / elem.size_z, elem.radius, stiffness))
+                    file.write('scale <%.6g, %.6g, %.6g> ' % (elem.size_x, elem.size_y, elem.size_z))
+
+                if material:
+                    diffuse_color = material.diffuse_color
+
+                    if material.transparency and material.transparency_method == 'RAYTRACE':
+                        trans = 1.0 - material.raytrace_transparency.filter
+                    else:
+                        trans = 0.0
+
+                    file.write('pigment {rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>} finish {%s} }\n' % \
+                        (diffuse_color[0], diffuse_color[1], diffuse_color[2], 1.0 - material.alpha, trans, materialNames[material.name]))
+
+                else:
+                    file.write('pigment {rgb<1 1 1>} finish {%s} }\n' % DEF_MAT_NAME)		# Write the finish last.
+
+            writeObjectMaterial(material)
+
+            writeMatrix(ob.matrix_world)
+
+            file.write('}\n')
+
+    def exportMeshs(scene, sel):
+
+        ob_num = 0
+
+        for ob in sel:
+            ob_num += 1
+
+            if ob.type in ('LAMP', 'CAMERA', 'EMPTY', 'META', 'ARMATURE'):
+                continue
+
+            me = ob.data
+            me_materials = me.materials
+
+            me = ob.create_mesh(scene, True, 'RENDER')
+
+            if not me:
+                continue
+
+            if info_callback:
+                info_callback('Object %2.d of %2.d (%s)' % (ob_num, len(sel), ob.name))
+
+            #if ob.type!='MESH':
+            #	continue
+            # me = ob.data
+
+            matrix = ob.matrix_world
+            try:
+                uv_layer = me.active_uv_texture.data
+            except:
+                uv_layer = None
+
+            try:
+                vcol_layer = me.active_vertex_color.data
+            except:
+                vcol_layer = None
+
+            faces_verts = [f.verts for f in me.faces]
+            faces_normals = [tuple(f.normal) for f in me.faces]
+            verts_normals = [tuple(v.normal) for v in me.verts]
+
+            # quads incur an extra face
+            quadCount = len([f for f in faces_verts if len(f) == 4])
+
+            file.write('mesh2 {\n')
+            file.write('\tvertex_vectors {\n')
+            file.write('\t\t%s' % (len(me.verts))) # vert count
+            for v in me.verts:
+                file.write(',\n\t\t<%.6f, %.6f, %.6f>' % tuple(v.co)) # vert count
+            file.write('\n  }\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.smooth: # Use vertex normals
+                    for v in fv:
+                        key = verts_normals[v]
+                        uniqueNormals[key] = [-1]
+                else: # Use face normal
+                    key = faces_normals[fi]
+                    uniqueNormals[key] = [-1]
+
+            file.write('\tnormal_vectors {\n')
+            file.write('\t\t%d' % len(uniqueNormals)) # vert count
+            idx = 0
+            for no, index in uniqueNormals.items():
+                file.write(',\n\t\t<%.6f, %.6f, %.6f>' % no) # vert count
+                index[0] = idx
+                idx += 1
+            file.write('\n  }\n')
+
+
+            # Vertex colours
+            vertCols = {} # Use for material colours also.
+
+            if uv_layer:
+                # Generate unique UV's
+                uniqueUVs = {}
+
+                for fi, uv in enumerate(uv_layer):
+
+                    if len(faces_verts[fi]) == 4:
+                        uvs = uv.uv1, uv.uv2, uv.uv3, uv.uv4
+                    else:
+                        uvs = uv.uv1, uv.uv2, uv.uv3
+
+                    for uv in uvs:
+                        uniqueUVs[tuple(uv)] = [-1]
+
+                file.write('\tuv_vectors {\n')
+                #print unique_uvs
+                file.write('\t\t%s' % (len(uniqueUVs))) # vert count
+                idx = 0
+                for uv, index in uniqueUVs.items():
+                    file.write(',\n\t\t<%.6f, %.6f>' % uv)
+                    index[0] = idx
+                    idx += 1
+                '''
+                else:
+                    # Just add 1 dummy vector, no real UV's
+                    file.write('\t\t1') # vert count
+                    file.write(',\n\t\t<0.0, 0.0>')
+                '''
+                file.write('\n  }\n')
+
+
+            if me.vertex_colors:
+
+                for fi, f in enumerate(me.faces):
+                    material_index = f.material_index
+                    material = me_materials[material_index]
+
+                    if material and material.vertex_color_paint:
+
+                        col = vcol_layer[fi]
+
+                        if len(faces_verts[fi]) == 4:
+                            cols = col.color1, col.color2, col.color3, col.color4
+                        else:
+                            cols = col.color1, col.color2, col.color3
+
+                        for col in cols:
+                            key = col[0], col[1], col[2], material_index # Material index!
+                            vertCols[key] = [-1]
+
+                    else:
+                        if material:
+                            diffuse_color = tuple(material.diffuse_color)
+                            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 = tuple(material.diffuse_color)
+                        key = diffuse_color[0], diffuse_color[1], diffuse_color[2], i # i == f.mat
+                        vertCols[key] = [-1]
+
+
+            # Vert Colours
+            file.write('\ttexture_list {\n')
+            file.write('\t\t%s' % (len(vertCols))) # vert count
+            idx = 0
+            for col, index in vertCols.items():
+
+                if me_materials:
+                    material = me_materials[col[3]]
+                    material_finish = materialNames[material.name]
+
+                    if material.transparency and material.transparency_method == 'RAYTRACE':
+                        trans = 1.0 - material.raytrace_transparency.filter
+                    else:
+                        trans = 0.0
+
+                else:
+                    material_finish = DEF_MAT_NAME # not working properly,
+                    trans = 0.0
+
+                #print material.apl
+                file.write(',\n\t\ttexture { pigment {rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>} finish {%s}}' %
+                            (col[0], col[1], col[2], 1.0 - material.alpha, trans, material_finish))
+
+                index[0] = idx
+                idx += 1
+
+            file.write('\n  }\n')
+
+            # Face indicies
+            file.write('\tface_indices {\n')
+            file.write('\t\t%d' % (len(me.faces) + quadCount)) # faces count
+            for fi, f in enumerate(me.faces):
+                fv = faces_verts[fi]
+                material_index = f.material_index
+                if len(fv) == 4:
+                    indicies = (0, 1, 2), (0, 2, 3)
+                else:
+                    indicies = ((0, 1, 2),)
+
+                if vcol_layer:
+                    col = vcol_layer[fi]
+
+                    if len(fv) == 4:
+                        cols = col.color1, col.color2, col.color3, col.color4
+                    else:
+                        cols = col.color1, col.color2, col.color3
+
+
+                if not me_materials or me_materials[material_index] == None: # No materials
+                    for i1, i2, i3 in indicies:
+                        file.write(',\n\t\t<%d,%d,%d>' % (fv[i1], fv[i2], fv[i3])) # vert count
+                else:
+                    material = me_materials[material_index]
+                    for i1, i2, i3 in indicies:
+                        if me.vertex_colors and material.vertex_color_paint:
+                            # Colour per vertex - vertex colour
+
+                            col1 = cols[i1]
+                            col2 = cols[i2]
+                            col3 = cols[i3]
+
+                            ci1 = vertCols[col1[0], col1[1], col1[2], material_index][0]
+                            ci2 = vertCols[col2[0], col2[1], col2[2], material_index][0]
+                            ci3 = vertCols[col3[0], col3[1], col3[2], material_index][0]
+                        else:
+                            # Colour per material - flat material colour
+                            diffuse_color = material.diffuse_color
+                            ci1 = ci2 = ci3 = vertCols[diffuse_color[0], diffuse_color[1], diffuse_color[2], f.material_index][0]
+
+                        file.write(',\n\t\t<%d,%d,%d>, %d,%d,%d' % (fv[i1], fv[i2], fv[i3], ci1, ci2, ci3)) # vert count
+
+
+            file.write('\n  }\n')
+
+            # normal_indices indicies
+            file.write('\tnormal_indices {\n')
+            file.write('\t\t%d' % (len(me.faces) + quadCount)) # faces count
+            for fi, fv in enumerate(faces_verts):
+
+                if len(fv) == 4:
+                    indicies = (0, 1, 2), (0, 2, 3)
+                else:
+                    indicies = ((0, 1, 2),)
+
+                for i1, i2, i3 in indicies:
+                    if f.smooth:
+                        file.write(',\n\t\t<%d,%d,%d>' %\
+                        (uniqueNormals[verts_normals[fv[i1]]][0],\
+                         uniqueNormals[verts_normals[fv[i2]]][0],\
+                         uniqueNormals[verts_normals[fv[i3]]][0])) # vert count
+                    else:
+                        idx = uniqueNormals[faces_normals[fi]][0]
+                        file.write(',\n\t\t<%d,%d,%d>' % (idx, idx, idx)) # vert count
+
+            file.write('\n  }\n')
+
+            if uv_layer:
+                file.write('\tuv_indices {\n')
+                file.write('\t\t%d' % (len(me.faces) + quadCount)) # faces count
+                for fi, fv in enumerate(faces_verts):
+
+                    if len(fv) == 4:
+                        indicies = (0, 1, 2), (0, 2, 3)
+                    else:
+                        indicies = ((0, 1, 2),)
+
+                    uv = uv_layer[fi]
+                    if len(faces_verts[fi]) == 4:
+                        uvs = tuple(uv.uv1), tuple(uv.uv2), tuple(uv.uv3), tuple(uv.uv4)
+                    else:
+                        uvs = tuple(uv.uv1), tuple(uv.uv2), tuple(uv.uv3)
+
+                    for i1, i2, i3 in indicies:
+                        file.write(',\n\t\t<%d,%d,%d>' %\
+                        (uniqueUVs[uvs[i1]][0],\
+                         uniqueUVs[uvs[i2]][0],\
+                         uniqueUVs[uvs[i2]][0])) # vert count
+                file.write('\n  }\n')
+
+            if me.materials:
+                material = me.materials[0] # dodgy
+                writeObjectMaterial(material)
+
+            writeMatrix(matrix)
+            file.write('}\n')
+
+            bpy.data.meshes.remove(me)
+
+    def exportWorld(world):
+        if not world:
+            return
+
+        mist = world.mist
+
+        if mist.use_mist:
+            file.write('fog {\n')
+            file.write('\tdistance %.6f\n' % mist.depth)
+            file.write('\tcolor rgbt<%.3g, %.3g, %.3g, %.3g>\n' % (tuple(world.horizon_color) + (1 - mist.intensity,)))
+            #file.write('\tfog_offset %.6f\n' % mist.start)
+            #file.write('\tfog_alt 5\n')
+            #file.write('\tturbulence 0.2\n')
+            #file.write('\tturb_depth 0.3\n')
+            file.write('\tfog_type 1\n')
+            file.write('}\n')
+
+    def exportGlobalSettings(scene):
+
+        file.write('global_settings {\n')
+
+        if scene.pov_radio_enable:
+            file.write('\tradiosity {\n')
+            file.write("\t\tadc_bailout %.4g\n" % scene.pov_radio_adc_bailout)
+            file.write("\t\talways_sample %d\n" % scene.pov_radio_always_sample)
+            file.write("\t\tbrightness %.4g\n" % scene.pov_radio_brightness)
+            file.write("\t\tcount %d\n" % scene.pov_radio_count)
+            file.write("\t\terror_bound %.4g\n" % scene.pov_radio_error_bound)
+            file.write("\t\tgray_threshold %.4g\n" % scene.pov_radio_gray_threshold)
+            file.write("\t\tlow_error_factor %.4g\n" % scene.pov_radio_low_error_factor)
+            file.write("\t\tmedia %d\n" % scene.pov_radio_media)
+            file.write("\t\tminimum_reuse %.4g\n" % scene.pov_radio_minimum_reuse)
+            file.write("\t\tnearest_count %d\n" % scene.pov_radio_nearest_count)
+            file.write("\t\tnormal %d\n" % scene.pov_radio_normal)
+            file.write("\t\trecursion_limit %d\n" % scene.pov_radio_recursion_limit)
+            file.write('\t}\n')
+
+        if world:
+            file.write("\tambient_light rgb<%.3g, %.3g, %.3g>\n" % tuple(world.ambient_color))
+
+        file.write('}\n')
+
+
+    # Convert all materials to strings we can access directly per vertex.
+    writeMaterial(None) # default material
+
+    for material in bpy.data.materials:
+        writeMaterial(material)
+
+    exportCamera()
+    #exportMaterials()
+    sel = scene.objects
+    exportLamps([l for l in sel if l.type == 'LAMP'])
+    exportMeta([l for l in sel if l.type == 'META'])
+    exportMeshs(scene, sel)
+    exportWorld(scene.world)
+    exportGlobalSettings(scene)
+
+    file.close()
+    
+
+
+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)
+
+    file = open(filename_ini, 'w')
+
+    file.write('Input_File_Name="%s"\n' % filename_pov)
+    file.write('Output_File_Name="%s"\n' % filename_image)
+
+    file.write('Width=%d\n' % x)
+    file.write('Height=%d\n' % y)
+
+    # Needed for border render.
+    '''
+    file.write('Start_Column=%d\n' % part.x)
+    file.write('End_Column=%d\n' % (part.x+part.w))
+
+    file.write('Start_Row=%d\n' % (part.y))
+    file.write('End_Row=%d\n' % (part.y+part.h))
+    '''
+
+    file.write('Display=0\n')
+    file.write('Pause_When_Done=0\n')
+    file.write('Output_File_Type=T\n') # TGA, best progressive loading
+    file.write('Output_Alpha=1\n')
+
+    if render.render_antialiasing:
+        aa_mapping = {'5': 2, '8': 3, '11': 4, '16': 5} # method 1 assumed
+        file.write('Antialias=1\n')
+        file.write('Antialias_Depth=%d\n' % aa_mapping[render.antialiasing_samples])
+    else:
+        file.write('Antialias=0\n')
+
+    file.close()
+
+
+class PovrayRender(bpy.types.RenderEngine):
+    bl_idname = 'POVRAY_RENDER'
+    bl_label = "Povray"
+    DELAY = 0.02
+
+    def _export(self, scene):
+        import tempfile
+
+        self._temp_file_in = tempfile.mktemp(suffix='.pov')
+        self._temp_file_out = tempfile.mktemp(suffix='.tga')
+        self._temp_file_ini = tempfile.mktemp(suffix='.ini')
+        '''
+        self._temp_file_in = '/test.pov'
+        self._temp_file_out = '/test.tga'
+        self._temp_file_ini = '/test.ini'
+        '''
+
+        def info_callback(txt):
+            self.update_stats("", "POVRAY: " + txt)
+
+        write_pov(self._temp_file_in, scene, info_callback)
+
+    def _render(self):
+
+        try:
+            os.remove(self._temp_file_out) # so as not to load the old file
+        except:
+            pass
+
+        write_pov_ini(self._temp_file_ini, self._temp_file_in, self._temp_file_out)
+
+        print ("***-STARTING-***")
+
+        pov_binary = "povray"
+
+        if sys.platform == 'win32':
+            import winreg
+            regKey = winreg.OpenKey(winreg.HKEY_CURRENT_USER, 'Software\\POV-Ray\\v3.6\\Windows')
+
+            if bitness == 64:
+                pov_binary = winreg.QueryValueEx(regKey, 'Home')[0] + '\\bin\\pvengine64'
+            else:
+                pov_binary = winreg.QueryValueEx(regKey, 'Home')[0] + '\\bin\\pvengine'
+
+        if 1:
+            # TODO, when povray isnt 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]) # stdout=subprocess.PIPE, stderr=subprocess.PIPE
+            except OSError:
+                # TODO, report api
+                print("POVRAY: could not execute '%s', possibly povray isn't installed" % pov_binary)
+                import traceback
+                traceback.print_exc()
+                print ("***-DONE-***")
+                return False
+
+        else:
+            # This works too but means we have to wait until its done
+            os.system('%s %s' % (pov_binary, self._temp_file_ini))
+
+        print ("***-DONE-***")
+        return True
+
+    def _cleanup(self):
+        for f in (self._temp_file_in, self._temp_file_ini, self._temp_file_out):
+            try:
+                os.remove(f)
+            except:
+                pass
+
+        self.update_stats("", "")
+
+    def render(self, scene):
+
+        self.update_stats("", "POVRAY: Exporting data from Blender")
+        self._export(scene)
+        self.update_stats("", "POVRAY: Parsing File")
+
+        if not self._render():
+            self.update_stats("", "POVRAY: Not found")
+            return
+
+        r = scene.render
+
+        # compute resolution
+        x = int(r.resolution_x * r.resolution_percentage * 0.01)
+        y = int(r.resolution_y * r.resolution_percentage * 0.01)
+
+        # Wait for the file to be created
+        while not os.path.exists(self._temp_file_out):
+            if self.test_break():
+                try:
+                    self._process.terminate()
+                except:
+                    pass
+                break
+
+            if self._process.poll() != None:
+                self.update_stats("", "POVRAY: Failed")
+                break
+
+            time.sleep(self.DELAY)
+
+        if os.path.exists(self._temp_file_out):
+
+            self.update_stats("", "POVRAY: Rendering")
+
+            prev_size = -1
+
+            def update_image():
+                result = self.begin_result(0, 0, x, y)
+                lay = result.layers[0]
+                # possible the image wont load early on.
+                try:
+                    lay.load_from_file(self._temp_file_out)
+                except:
+                    pass
+                self.end_result(result)
+
+            # Update while povray renders
+            while True:
+
+                # test if povray exists
+                if self._process.poll() is not None:
+                    update_image()
+                    break
+
+                # user exit
+                if self.test_break():
+                    try:
+                        self._process.terminate()
+                    except:
+                        pass
+
+                    break
+
+                # Would be nice to redirect the output
+                # stdout_value, stderr_value = self._process.communicate() # locks
+
+
+                # check if the file updated
+                new_size = os.path.getsize(self._temp_file_out)
+
+                if new_size != prev_size:
+                    update_image()
+                    prev_size = new_size
+
+                time.sleep(self.DELAY)
+
+        self._cleanup()
+
+
diff --git a/render_povray/ui.py b/render_povray/ui.py
new file mode 100644
index 0000000000000000000000000000000000000000..c3e560c1ee1e0b10408c59068a12d85a6e8b5d57
--- /dev/null
+++ b/render_povray/ui.py
@@ -0,0 +1,218 @@
+# ##### BEGIN GPL LICENSE BLOCK #####
+#
+#  This program is free software; you can redistribute it and/or
+#  modify it under the terms of the GNU General Public License
+#  as published by the Free Software Foundation; either version 2
+#  of the License, or (at your option) any later version.
+#
+#  This program is distributed in the hope that it will be useful,
+#  but WITHOUT ANY WARRANTY; without even the implied warranty of
+#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+#  GNU General Public License for more details.
+#
+#  You should have received a copy of the GNU General Public License
+#  along with this program; if not, write to the Free Software Foundation,
+#  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+#
+# ##### END GPL LICENSE BLOCK #####
+
+import bpy
+
+
+# Radiosity panel, use in the scene for now.
+FloatProperty = bpy.types.Scene.FloatProperty
+IntProperty = bpy.types.Scene.IntProperty
+BoolProperty = bpy.types.Scene.BoolProperty
+
+# Not a real pov option, just to know if we should write
+BoolProperty(attr="pov_radio_enable",
+                name="Enable Radiosity",
+                description="Enable povrays radiosity calculation",
+                default=False)
+BoolProperty(attr="pov_radio_display_advanced",
+                name="Advanced Options",
+                description="Show advanced options",
+                default=False)
+
+# Real pov options
+FloatProperty(attr="pov_radio_adc_bailout",
+                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)
+
+BoolProperty(attr="pov_radio_always_sample",
+                name="Always Sample",
+                description="Only use the data from the pretrace step and not gather any new samples during the final radiosity pass",
+                default=True)
+
+FloatProperty(attr="pov_radio_brightness",
+                name="Brightness",
+                description="Amount objects are brightened before being returned upwards to the rest of the system",
+                min=0.0, max=1000.0, soft_min=0.0, soft_max=10.0, default=1.0)
+
+IntProperty(attr="pov_radio_count",
+                name="Ray Count",
+                description="Number of rays that are sent out whenever a new radiosity value has to be calculated",
+                min=1, max=1600, default=35)
+
+FloatProperty(attr="pov_radio_error_bound",
+                name="Error Bound",
+                description="One of the two main speed/quality tuning values, lower values are more accurate",
+                min=0.0, max=1000.0, soft_min=0.1, soft_max=10.0, default=1.8)
+
+FloatProperty(attr="pov_radio_gray_threshold",
+                name="Gray Threshold",
+                description="One of the two main speed/quality tuning values, lower values are more accurate",
+                min=0.0, max=1.0, soft_min=0, soft_max=1, default=0.0)
+
+FloatProperty(attr="pov_radio_low_error_factor",
+                name="Low Error Factor",
+                description="If you calculate just enough samples, but no more, you will get an image which has slightly blotchy lighting",
+                min=0.0, max=1.0, soft_min=0.0, soft_max=1.0, default=0.5)
+
+# max_sample - not available yet
+BoolProperty(attr="pov_radio_media",
+                name="Media",
+                description="Radiosity estimation can be affected by media",
+                default=False)
+
+FloatProperty(attr="pov_radio_minimum_reuse",
+                name="Minimum Reuse",
+                description="Fraction of the screen width which sets the minimum radius of reuse for each sample point (At values higher than 2% expect errors)",
+                min=0.0, max=1.0, soft_min=0.1, soft_max=0.1, default=0.015)
+
+IntProperty(attr="pov_radio_nearest_count",
+                name="Nearest Count",
+                description="Number of old ambient values blended together to create a new interpolated value",
+                min=1, max=20, default=5)
+
+BoolProperty(attr="pov_radio_normal",
+                name="Normals",
+                description="Radiosity estimation can be affected by normals",
+                default=False)
+
+IntProperty(attr="pov_radio_recursion_limit",
+                name="Recursion Limit",
+                description="how many recursion levels are used to calculate the diffuse inter-reflection",
+                min=1, max=20, default=3)
+
+
+
+# Use some of the existing buttons.
+import properties_render
+properties_render.RENDER_PT_render.COMPAT_ENGINES.add('POVRAY_RENDER')
+properties_render.RENDER_PT_dimensions.COMPAT_ENGINES.add('POVRAY_RENDER')
+properties_render.RENDER_PT_antialiasing.COMPAT_ENGINES.add('POVRAY_RENDER')
+properties_render.RENDER_PT_output.COMPAT_ENGINES.add('POVRAY_RENDER')
+del properties_render
+
+# Use only a subset of the world panels
+import properties_world
+properties_world.WORLD_PT_preview.COMPAT_ENGINES.add('POVRAY_RENDER')
+properties_world.WORLD_PT_context_world.COMPAT_ENGINES.add('POVRAY_RENDER')
+properties_world.WORLD_PT_world.COMPAT_ENGINES.add('POVRAY_RENDER')
+properties_world.WORLD_PT_mist.COMPAT_ENGINES.add('POVRAY_RENDER')
+del properties_world
+
+# Example of wrapping every class 'as is'
+import properties_material
+for member in dir(properties_material):
+    subclass = getattr(properties_material, member)
+    try:
+        subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
+    except:
+        pass
+del properties_material
+
+import properties_data_mesh
+for member in dir(properties_data_mesh):
+    subclass = getattr(properties_data_mesh, member)
+    try:
+        subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
+    except:
+        pass
+del properties_data_mesh
+
+import properties_texture
+for member in dir(properties_texture):
+    subclass = getattr(properties_texture, member)
+    try:
+        subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
+    except:
+        pass
+del properties_texture
+
+import properties_data_camera
+for member in dir(properties_data_camera):
+    subclass = getattr(properties_data_camera, member)
+    try:
+        subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
+    except:
+        pass
+del properties_data_camera
+
+
+
+class RenderButtonsPanel(bpy.types.Panel):
+    bl_space_type = 'PROPERTIES'
+    bl_region_type = 'WINDOW'
+    bl_context = "render"
+    # COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
+
+    def poll(self, context):
+        rd = context.scene.render
+        return (rd.use_game_engine == False) and (rd.engine in self.COMPAT_ENGINES)
+
+
+class RENDER_PT_povray_radiosity(RenderButtonsPanel):
+    bl_label = "Radiosity"
+    COMPAT_ENGINES = {'POVRAY_RENDER'}
+
+    def draw_header(self, context):
+        scene = context.scene
+
+        self.layout.prop(scene, "pov_radio_enable", text="")
+
+    def draw(self, context):
+        layout = self.layout
+
+        scene = context.scene
+        rd = scene.render
+
+        layout.active = scene.pov_radio_enable
+
+        split = layout.split()
+
+        col = split.column()
+        col.prop(scene, "pov_radio_count", text="Rays")
+        col.prop(scene, "pov_radio_recursion_limit", text="Recursions")
+        col = split.column()
+        col.prop(scene, "pov_radio_error_bound", text="Error")
+
+        layout.prop(scene, "pov_radio_display_advanced")
+
+        if scene.pov_radio_display_advanced:
+            split = layout.split()
+
+            col = split.column()
+            col.prop(scene, "pov_radio_adc_bailout", slider=True)
+            col.prop(scene, "pov_radio_gray_threshold", slider=True)
+            col.prop(scene, "pov_radio_low_error_factor", slider=True)
+
+            col = split.column()
+            col.prop(scene, "pov_radio_brightness")
+            col.prop(scene, "pov_radio_minimum_reuse", text="Min Reuse")
+            col.prop(scene, "pov_radio_nearest_count")
+
+            split = layout.split()
+
+            col = split.column()
+            col.label(text="Estimation Influence:")
+            col.prop(scene, "pov_radio_media")
+            col.prop(scene, "pov_radio_normal")
+
+            col = split.column()
+            col.prop(scene, "pov_radio_always_sample")
+
+
+