mirror of
https://github.com/blender/blender-addons.git
synced 2025-07-25 16:05:20 +00:00
1607 lines
76 KiB
Python
1607 lines
76 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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import bpy
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import subprocess
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import os
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import sys
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import time
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import math
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from math import atan, pi, degrees, sqrt
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import platform as pltfrm
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if pltfrm.architecture()[0] == '64bit':
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bitness = 64
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else:
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bitness = 32
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##############################SF###########################
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##############find image texture
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def splitExt(path):
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dotidx = path.rfind('.')
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if dotidx == -1:
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return path, ''
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else:
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return (path[dotidx:]).upper().replace('.','')
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def imageFormat(imgF):
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ext = ''
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ext_orig = splitExt(imgF)
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if ext_orig == 'JPG' or ext_orig == 'JPEG': ext='jpeg'
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if ext_orig == 'GIF': ext = 'gif'
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if ext_orig == 'TGA': ext = 'tga'
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if ext_orig == 'IFF': ext = 'iff'
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if ext_orig == 'PPM': ext = 'ppm'
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if ext_orig == 'PNG': ext = 'png'
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if ext_orig == 'SYS': ext = 'sys'
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if ext_orig in ('TIFF', 'TIF'): ext = 'tiff'
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if ext_orig == 'EXR': ext = 'exr'#POV3.7 Only!
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if ext_orig == 'HDR': ext = 'hdr'#POV3.7 Only! --MR
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print(imgF)
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if not ext: print(' WARNING: texture image format not supported ') # % (imgF , '')) #(ext_orig)))
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return ext
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def imgMap(ts):
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image_map=''
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if ts.mapping=='FLAT':image_map= ' map_type 0 '
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if ts.mapping=='SPHERE':image_map= ' map_type 1 '# map_type 7 in megapov
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if ts.mapping=='TUBE':image_map= ' map_type 2 '
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#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)
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#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)
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if ts.texture.use_interpolation: image_map+= ' interpolate 2 '
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if ts.texture.extension == 'CLIP': image_map+=' once '
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#image_map+='}'
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#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?)
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#if image_map=='': print(' No texture image found ')
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return image_map
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def imgMapBG(wts):
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image_mapBG=''
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if wts.texture_coords== 'VIEW':image_mapBG= ' map_type 0 ' #texture_coords refers to the mapping of world textures
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if wts.texture_coords=='ANGMAP':image_mapBG= ' map_type 1 '
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if wts.texture_coords=='TUBE':image_mapBG= ' map_type 2 '
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if wts.texture.use_interpolation: image_mapBG+= ' interpolate 2 '
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if wts.texture.extension == 'CLIP': image_mapBG+=' once '
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#image_mapBG+='}'
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#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?)
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#if image_mapBG=='': print(' No background texture image found ')
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return image_mapBG
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def splitFile(path):
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idx = path.rfind('/')
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if idx == -1:
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idx = path.rfind('\\')
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return path[idx:].replace('/', '').replace('\\', '')
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def splitPath(path):
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idx = path.rfind('/')
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if idx == -1:
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return path, ''
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else:
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return path[:idx]
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def findInSubDir(filename, subdirectory=''):
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pahFile=''
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if subdirectory:
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path = subdirectory
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else:
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path = os.getcwd()
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try:
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for root, dirs, names in os.walk(path):
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if filename in names:
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pahFile = os.path.join(root, filename)
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return pahFile
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except OSError:
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return ''
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def path_image(image):
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import os
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fn = bpy.path.abspath(image)
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fn_strip = os.path.basename(fn)
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if not os.path.isfile(fn):
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fn=(findInSubDir(splitFile(fn),splitPath(bpy.data.filepath)))
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()
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return fn
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##############end find image texture
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def splitHyphen(name):
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hyphidx = name.find('-')
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if hyphidx == -1:
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return name
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else:
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return (name[hyphidx:]).replace('-','')
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##############safety string name material
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def safety(name, Level):
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# Level=1 is for texture with No specular nor Mirror reflection
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# Level=2 is for texture with translation of spec and mir levels for when no map influences them
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# Level=3 is for texture with Maximum Spec and Mirror
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try:
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if int(name) > 0:
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prefix='shader'
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except:
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prefix = ''
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prefix='shader_'
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name = splitHyphen(name)
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if Level == 2:
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return prefix+name
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elif Level == 1:
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return prefix+name+'0'#used for 0 of specular map
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elif Level == 3:
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return prefix+name+'1'#used for 1 of specular map
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##############end safety string name material
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##############################EndSF###########################
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TabLevel = 0
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def write_pov(filename, scene=None, info_callback=None):
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import mathutils
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#file = filename
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file = open(filename.name, 'w')
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# Only for testing
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if not scene:
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scene = bpy.data.scenes[0]
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render = scene.render
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world = scene.world
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global_matrix = mathutils.Matrix.Rotation(-pi / 2.0, 4, 'X')
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def setTab(tabtype, spaces):
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TabStr = ''
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if tabtype == '0':
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TabStr = ''
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elif tabtype == '1':
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TabStr = '\t'
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elif tabtype == '2':
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TabStr = spaces * ' '
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return TabStr
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Tab = setTab(scene.pov_indentation_character, scene.pov_indentation_spaces)
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def tabWrite(str_o):
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global TabLevel
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brackets = str_o.count('{') - str_o.count('}')
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if brackets < 0:
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TabLevel = TabLevel + brackets
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if TabLevel < 0:
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print('Indentation Warning: TabLevel = %s' % TabLevel)
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TabLevel = 0
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if TabLevel >= 1:
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file.write('%s' % Tab * TabLevel)
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file.write(str_o)
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if brackets > 0:
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TabLevel = TabLevel + brackets
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def uniqueName(name, nameSeq):
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if name not in nameSeq:
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return name
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name_orig = name
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i = 1
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while name in nameSeq:
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name = '%s_%.3d' % (name_orig, i)
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i += 1
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name = splitHyphen(name)
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return name
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def writeMatrix(matrix):
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tabWrite('matrix <%.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f>\n' %\
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(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]))
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def writeObjectMaterial(material):
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# DH - modified some variables to be function local, avoiding RNA write
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# this should be checked to see if it is functionally correct
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if material: #and material.transparency_method == 'RAYTRACE':#Commented out: always write IOR to be able to use it for SSS, Fresnel reflections...
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#But there can be only one!
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if material.subsurface_scattering.use:#SSS IOR get highest priority
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tabWrite('interior {\n')
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tabWrite('ior %.6f\n' % material.subsurface_scattering.ior)
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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
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tabWrite('interior {\n')
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tabWrite('ior %.6f\n' % material.raytrace_transparency.ior)
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else:
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tabWrite('interior {\n')
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tabWrite('ior %.6f\n' % material.raytrace_transparency.ior)
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pov_fake_caustics = False
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pov_photons_refraction = False
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pov_photons_reflection = False
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if material.pov_refraction_type=='0':
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pov_fake_caustics = False
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pov_photons_refraction = False
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pov_photons_reflection = True #should respond only to proper checkerbox
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elif material.pov_refraction_type=='1':
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pov_fake_caustics = True
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pov_photons_refraction = False
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elif material.pov_refraction_type=='2':
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pov_fake_caustics = False
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pov_photons_refraction = True
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#If only Raytrace transparency is set, its IOR will be used for refraction, but user can set up 'un-physical' fresnel reflections in raytrace mirror parameters.
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#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.
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if material.pov_caustics_enable:
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if pov_fake_caustics:
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tabWrite('caustics %.3g\n' % material.pov_fake_caustics_power)
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if pov_photons_refraction:
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tabWrite('dispersion %.3g\n' % material.pov_photons_dispersion) #Default of 1 means no dispersion
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#TODO
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# Other interior args
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# if material.use_transparency and material.transparency_method == 'RAYTRACE':
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# fade_distance 2
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# fade_power [Value]
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# fade_color
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# (variable) dispersion_samples (constant count for now)
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tabWrite('}\n')
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if pov_photons_refraction or pov_photons_reflection:
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tabWrite('photons{\n')
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tabWrite('target\n')
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if pov_photons_refraction:
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tabWrite('refraction on\n')
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if pov_photons_reflection:
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tabWrite('reflection on\n')
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tabWrite('}\n')
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materialNames = {}
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DEF_MAT_NAME = 'Default'
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def writeMaterial(material):
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# Assumes only called once on each material
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if material:
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name_orig = material.name
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else:
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name_orig = DEF_MAT_NAME
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name = materialNames[name_orig] = uniqueName(bpy.path.clean_name(name_orig), materialNames)
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comments = scene.pov_comments_enable
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##################Several versions of the finish: Level conditions are variations for specular/Mirror texture channel map with alternative finish of 0 specular and no mirror reflection
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# Level=1 Means No specular nor Mirror reflection
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# Level=2 Means translation of spec and mir levels for when no map influences them
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# Level=3 Means Maximum Spec and Mirror
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def povHasnoSpecularMaps(Level):
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if Level == 1:
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tabWrite('#declare %s = finish {' % safety(name, Level = 1))
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if comments: file.write(' //No specular nor Mirror reflection\n')
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else: tabWrite('\n')
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elif Level == 2:
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tabWrite('#declare %s = finish {' % safety(name, Level = 2))
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if comments: file.write(' //translation of spec and mir levels for when no map influences them\n')
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else: tabWrite('\n')
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elif Level == 3:
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tabWrite('#declare %s = finish {' % safety(name, Level = 3))
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if comments: file.write(' //Maximum Spec and Mirror\n')
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else: tabWrite('\n')
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if material:
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#POV-Ray 3.7 now uses two diffuse values respectively for front and back shading (the back diffuse is like blender translucency)
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frontDiffuse=material.diffuse_intensity
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backDiffuse=material.translucency
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if material.pov_conserve_energy:
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#Total should not go above one
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if (frontDiffuse + backDiffuse) <= 1.0:
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pass
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elif frontDiffuse==backDiffuse:
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frontDiffuse = backDiffuse = 0.5 # Try to respect the user's 'intention' by comparing the two values but bringing the total back to one
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elif frontDiffuse>backDiffuse: # Let the highest value stay the highest value
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backDiffuse = 1-(1-frontDiffuse)
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else:
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frontDiffuse = 1-(1-backDiffuse)
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# map hardness between 0.0 and 1.0
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roughness = ((1.0 - ((material.specular_hardness - 1.0) / 510.0)))
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## scale from 0.0 to 0.1
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roughness *= 0.1
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# add a small value because 0.0 is invalid
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roughness += (1 / 511.0)
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#####################################Diffuse Shader######################################
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# Not used for Full spec (Level=3) of the shader
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if material.diffuse_shader == 'OREN_NAYAR' and Level != 3:
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tabWrite('brilliance %.3g\n' % (0.9+material.roughness))#blender roughness is what is generally called oren nayar Sigma, and brilliance in POV-Ray
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if material.diffuse_shader == 'TOON' and Level != 3:
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tabWrite('brilliance %.3g\n' % (0.01+material.diffuse_toon_smooth*0.25))
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frontDiffuse*=0.5 #Lower diffuse and increase specular for toon effect seems to look better in POV-Ray
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if material.diffuse_shader == 'MINNAERT' and Level != 3:
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#tabWrite('aoi %.3g\n' % material.darkness)
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pass #let's keep things simple for now
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if material.diffuse_shader == 'FRESNEL' and Level != 3:
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#tabWrite('aoi %.3g\n' % material.diffuse_fresnel_factor)
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pass #let's keep things simple for now
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if material.diffuse_shader == 'LAMBERT' and Level != 3:
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tabWrite('brilliance 1.8\n') #trying to best match lambert attenuation by that constant brilliance value
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if Level == 2:
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####################################Specular Shader######################################
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if material.specular_shader == 'COOKTORR' or material.specular_shader == 'PHONG':#No difference between phong and cook torrence in blender HaHa!
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tabWrite('phong %.3g\n' % (material.specular_intensity))
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tabWrite('phong_size %.3g\n'% (material.specular_hardness / 2 + 0.25))
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if material.specular_shader == 'BLINN':#POV-Ray 'specular' keyword corresponds to a Blinn model, without the ior.
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tabWrite('specular %.3g\n' % (material.specular_intensity * (material.specular_ior/4))) #Use blender Blinn's IOR just as some factor for spec intensity
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tabWrite('roughness %.3g\n' % roughness)
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#Could use brilliance 2(or varying around 2 depending on ior or factor) too.
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if material.specular_shader == 'TOON':
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tabWrite('phong %.3g\n' % (material.specular_intensity * 2))
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tabWrite('phong_size %.3g\n' % (0.1+material.specular_toon_smooth / 2)) #use extreme phong_size
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if material.specular_shader == 'WARDISO':
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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.
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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.
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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.
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#########################################################################################
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elif Level == 1:
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tabWrite('specular 0\n')
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elif Level == 3:
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tabWrite('specular 1\n')
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tabWrite('diffuse %.3g %.3g\n' % (frontDiffuse, backDiffuse))
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tabWrite('ambient %.3g\n' % material.ambient)
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#tabWrite('ambient rgb <%.3g, %.3g, %.3g>\n' % tuple([c*material.ambient for c in world.ambient_color])) # POV-Ray blends the global value
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tabWrite('emission %.3g\n' % material.emit) #New in POV-Ray 3.7
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#tabWrite('roughness %.3g\n' % roughness) #POV-Ray just ignores roughness if there's no specular keyword
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if material.pov_conserve_energy:
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tabWrite('conserve_energy\n')#added for more realistic shading. Needs some checking to see if it really works. --Maurice.
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# 'phong 70.0 '
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if Level != 1:
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if material.raytrace_mirror.use:
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raytrace_mirror = material.raytrace_mirror
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if raytrace_mirror.reflect_factor:
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tabWrite('reflection {\n')
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tabWrite('rgb <%.3g, %.3g, %.3g>' % tuple(material.mirror_color))
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if material.pov_mirror_metallic:
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tabWrite('metallic %.3g' % (raytrace_mirror.reflect_factor))
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if material.pov_mirror_use_IOR: #WORKING ?
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tabWrite('fresnel 1 ')#Removed from the line below: gives a more physically correct material but needs proper IOR. --Maurice
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tabWrite('falloff %.3g exponent %.3g} ' % (raytrace_mirror.fresnel, raytrace_mirror.fresnel_factor))
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if material.subsurface_scattering.use:
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subsurface_scattering = material.subsurface_scattering
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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]))
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if material.pov_irid_enable:
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tabWrite('irid { %.4g thickness %.4g turbulence %.4g }' % (material.pov_irid_amount, material.pov_irid_thickness, material.pov_irid_turbulence))
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else:
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tabWrite('diffuse 0.8\n')
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tabWrite('phong 70.0\n')
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#tabWrite('specular 0.2\n')
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# This is written into the object
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'''
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if material and material.transparency_method=='RAYTRACE':
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'interior { ior %.3g} ' % material.raytrace_transparency.ior
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'''
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#tabWrite('crand 1.0\n') # Sand granyness
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#tabWrite('metallic %.6f\n' % material.spec)
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#tabWrite('phong %.6f\n' % material.spec)
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#tabWrite('phong_size %.6f\n' % material.spec)
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#tabWrite('brilliance %.6f ' % (material.specular_hardness/256.0) # Like hardness
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tabWrite('}\n\n')
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# Level=1 Means No specular nor Mirror reflection
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povHasnoSpecularMaps(Level=1)
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# Level=2 Means translation of spec and mir levels for when no map influences them
|
|
povHasnoSpecularMaps(Level=2)
|
|
|
|
# Level=3 Means Maximum Spec and Mirror
|
|
povHasnoSpecularMaps(Level=3)
|
|
|
|
def exportCamera():
|
|
camera = scene.camera
|
|
|
|
# DH disabled for now, this isn't the correct context
|
|
active_object = None #bpy.context.active_object # does not always work MR
|
|
matrix = global_matrix * camera.matrix_world
|
|
focal_point = camera.data.dof_distance
|
|
|
|
# compute resolution
|
|
Qsize = float(render.resolution_x) / float(render.resolution_y)
|
|
tabWrite('#declare camLocation = <%.6f, %.6f, %.6f>;\n' % (matrix[3][0], matrix[3][1], matrix[3][2]))
|
|
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
|
|
tabWrite('mesh{%s}\n' % active_object.name)
|
|
tabWrite('}\n')
|
|
tabWrite('location <0,0,.01>')
|
|
tabWrite('direction <0,0,-1>')
|
|
# Using standard camera otherwise
|
|
else:
|
|
tabWrite('location <0, 0, 0>\n')
|
|
tabWrite('look_at <0, 0, -1>\n')
|
|
tabWrite('right <%s, 0, 0>\n' % - Qsize)
|
|
tabWrite('up <0, 1, 0>\n')
|
|
tabWrite('angle %f \n' % (360.0 * atan(16.0 / camera.data.lens) / pi))
|
|
|
|
tabWrite('rotate <%.6f, %.6f, %.6f>\n' % tuple([degrees(e) for e in matrix.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('blur_samples 96 128\n')
|
|
tabWrite('variance 1/10000\n')
|
|
tabWrite('focal_point <0, 0, %f>\n' % focal_point)
|
|
tabWrite('}\n')
|
|
|
|
def exportLamps(lamps):
|
|
# Get all lamps
|
|
for ob in lamps:
|
|
lamp = ob.data
|
|
|
|
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
|
|
|
|
tabWrite('light_source {\n')
|
|
tabWrite('< 0,0,0 >\n')
|
|
tabWrite('color rgb<%.3g, %.3g, %.3g>\n' % color)
|
|
|
|
if lamp.type == 'POINT': # Point Lamp
|
|
pass
|
|
elif lamp.type == 'SPOT': # Spot
|
|
tabWrite('spotlight\n')
|
|
|
|
# Falloff is the main radius from the centre line
|
|
tabWrite('falloff %.2f\n' % (degrees(lamp.spot_size) / 2.0)) # 1 TO 179 FOR BOTH
|
|
tabWrite('radius %.6f\n' % ((degrees(lamp.spot_size) / 2.0) * (1.0 - lamp.spot_blend)))
|
|
|
|
# Blender does not have a tightness equivilent, 0 is most like blender default.
|
|
tabWrite('tightness 0\n') # 0:10f
|
|
|
|
tabWrite('point_at <0, 0, -1>\n')
|
|
elif lamp.type == 'SUN':
|
|
tabWrite('parallel\n')
|
|
tabWrite('point_at <0, 0, -1>\n') # *must* be after 'parallel'
|
|
|
|
elif lamp.type == 'AREA':
|
|
tabWrite('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?
|
|
size_x = lamp.size
|
|
samples_x = lamp.shadow_ray_samples_x
|
|
if lamp.shape == 'SQUARE':
|
|
size_y = size_x
|
|
samples_y = samples_x
|
|
else:
|
|
size_y = lamp.size_y
|
|
samples_y = lamp.shadow_ray_samples_y
|
|
|
|
tabWrite('area_light <%d,0,0>,<0,0,%d> %d, %d\n' % (size_x, size_y, samples_x, samples_y))
|
|
if lamp.shadow_ray_sample_method == 'CONSTANT_JITTERED':
|
|
if lamp.jitter:
|
|
tabWrite('jitter\n')
|
|
else:
|
|
tabWrite('adaptive 1\n')
|
|
tabWrite('jitter\n')
|
|
|
|
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.falloff_type == 'INVERSE_SQUARE':
|
|
tabWrite('fade_power %d\n' % 2) # Use blenders lamp quad equivalent
|
|
elif lamp.falloff_type == 'INVERSE_LINEAR':
|
|
tabWrite('fade_power %d\n' % 1) # Use blenders lamp linear
|
|
elif lamp.falloff_type == 'CONSTANT': #Supposing 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.
|
|
tabWrite('fade_power %d\n' % 4)
|
|
|
|
writeMatrix(matrix)
|
|
|
|
tabWrite('}\n')
|
|
##################################################################################################################################
|
|
#Wip to be Used for fresnel, but not tested yet.
|
|
##################################################################################################################################
|
|
## lampLocation=[0,0,0]
|
|
## lampRotation=[0,0,0]
|
|
## lampDistance=0.00
|
|
## averageLampLocation=[0,0,0]
|
|
## averageLampRotation=[0,0,0]
|
|
## averageLampDistance=0.00
|
|
## lamps=[]
|
|
## for l in scene.objects:
|
|
## if l.type == 'LAMP':#get all lamps
|
|
## lamps += [l]
|
|
## for ob in lamps:
|
|
## lamp = ob.data
|
|
## lampLocation[0]+=ob.location[0]
|
|
## lampLocation[1]+=ob.location[1]
|
|
## lampLocation[2]+=ob.location[2]
|
|
## lampRotation[0]+=ob.rotation_euler[0]
|
|
## lampRotation[1]+=ob.rotation_euler[1]
|
|
## lampRotation[2]+=ob.rotation_euler[2]
|
|
## lampDistance+=ob.data.distance
|
|
## averageLampRotation[0]=lampRotation[0] / len(lamps)#create an average direction for all lamps.
|
|
## averageLampRotation[1]=lampRotation[1] / len(lamps)#create an average direction for all lamps.
|
|
## averageLampRotation[2]=lampRotation[2] / len(lamps)#create an average direction for all lamps.
|
|
##
|
|
## 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.
|
|
##
|
|
####################################################################################################################################
|
|
|
|
def exportMeta(metas):
|
|
|
|
# TODO - blenders 'motherball' naming is not supported.
|
|
|
|
for ob in metas:
|
|
meta = ob.data
|
|
importance=ob.pov_importance_value
|
|
|
|
tabWrite('blob {\n')
|
|
tabWrite('threshold %.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.co
|
|
|
|
stiffness = elem.stiffness
|
|
if elem.use_negative:
|
|
stiffness = - stiffness
|
|
|
|
if elem.type == 'BALL':
|
|
|
|
tabWrite('sphere { <%.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
|
|
tabWrite('sphere { <%.6g, %.6g, %.6g>, %.4g, %.4g ' % (loc.x / elem.size_x, loc.y / elem.size_y, loc.z / elem.size_z, elem.radius, stiffness))
|
|
tabWrite('scale <%.6g, %.6g, %.6g> ' % (elem.size_x, elem.size_y, elem.size_z))
|
|
|
|
if material:
|
|
diffuse_color = material.diffuse_color
|
|
|
|
if material.use_transparency and material.transparency_method == 'RAYTRACE':
|
|
trans = 1.0 - material.raytrace_transparency.filter
|
|
else:
|
|
trans = 0.0
|
|
|
|
material_finish = materialNames[material.name]
|
|
|
|
tabWrite('pigment {rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>} finish {%s} }\n' % \
|
|
(diffuse_color[0], diffuse_color[1], diffuse_color[2], 1.0 - material.alpha, trans, safety(material_finish, Level=2)))
|
|
|
|
else:
|
|
tabWrite('pigment {rgb<1 1 1>} finish {%s} }\n' % DEF_MAT_NAME) # Write the finish last.
|
|
|
|
writeObjectMaterial(material)
|
|
|
|
writeMatrix(global_matrix * ob.matrix_world)
|
|
#Importance for radiosity sampling added here:
|
|
tabWrite('radiosity { \n')
|
|
tabWrite('importance %3g \n' % importance)
|
|
tabWrite('}\n')
|
|
|
|
tabWrite('}\n') #End of Metaball block
|
|
|
|
tabWrite('}\n')
|
|
|
|
objectNames = {}
|
|
DEF_OBJ_NAME = 'Default'
|
|
def exportMeshs(scene, sel):
|
|
|
|
ob_num = 0
|
|
|
|
for ob in sel:
|
|
ob_num += 1
|
|
#############################################
|
|
#Generating a name for object just like materials to be able to use it (baking for now or anything else).
|
|
if sel:
|
|
name_orig = ob.name
|
|
else:
|
|
name_orig = DEF_OBJ_NAME
|
|
name = objectNames[name_orig] = uniqueName(bpy.path.clean_name(name_orig), objectNames)
|
|
#############################################
|
|
if ob.type in ('LAMP', 'CAMERA', 'EMPTY', 'META', 'ARMATURE', 'LATTICE'):
|
|
continue
|
|
|
|
me = ob.data
|
|
importance=ob.pov_importance_value
|
|
me_materials = me.materials
|
|
|
|
me = ob.create_mesh(scene, True, 'RENDER')
|
|
|
|
if not me or not me.faces:
|
|
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 = global_matrix * ob.matrix_world
|
|
try:
|
|
uv_layer = me.uv_textures.active.data
|
|
except AttributeError:
|
|
uv_layer = None
|
|
|
|
try:
|
|
vcol_layer = me.vertex_colors.active.data
|
|
except AttributeError:
|
|
vcol_layer = None
|
|
|
|
faces_verts = [f.vertices[:] for f in me.faces]
|
|
faces_normals = [tuple(f.normal) for f in me.faces]
|
|
verts_normals = [tuple(v.normal) for v in me.vertices]
|
|
|
|
# quads incur an extra face
|
|
quadCount = sum(1 for f in faces_verts if len(f) == 4)
|
|
|
|
# Use named declaration to allow reference e.g. for baking. MR
|
|
file.write('\n')
|
|
tabWrite('#declare %s =\n' % name)
|
|
tabWrite('mesh2 {\n')
|
|
tabWrite('vertex_vectors {\n')
|
|
tabWrite('%s' % (len(me.vertices))) # vert count
|
|
|
|
for v in me.vertices:
|
|
file.write(',\n')
|
|
tabWrite('<%.6f, %.6f, %.6f>' % tuple(v.co)) # vert count
|
|
file.write('\n')
|
|
tabWrite('}\n')
|
|
|
|
|
|
# Build unique Normal list
|
|
uniqueNormals = {}
|
|
for fi, f in enumerate(me.faces):
|
|
fv = faces_verts[fi]
|
|
# [-1] is a dummy index, use a list so we can modify in place
|
|
if f.use_smooth: # Use vertex normals
|
|
for v in fv:
|
|
key = verts_normals[v]
|
|
uniqueNormals[key] = [-1]
|
|
else: # Use face normal
|
|
key = faces_normals[fi]
|
|
uniqueNormals[key] = [-1]
|
|
|
|
tabWrite('normal_vectors {\n')
|
|
tabWrite('%d' % len(uniqueNormals)) # vert count
|
|
idx = 0
|
|
for no, index in uniqueNormals.items():
|
|
file.write(',\n')
|
|
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.
|
|
|
|
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]
|
|
|
|
tabWrite('uv_vectors {\n')
|
|
#print unique_uvs
|
|
tabWrite('%s' % (len(uniqueUVs))) # vert count
|
|
idx = 0
|
|
for uv, index in uniqueUVs.items():
|
|
file.write(',\n')
|
|
tabWrite('<%.6f, %.6f>' % uv)
|
|
index[0] = idx
|
|
idx += 1
|
|
'''
|
|
else:
|
|
# Just add 1 dummy vector, no real UV's
|
|
tabWrite('1') # vert count
|
|
file.write(',\n\t\t<0.0, 0.0>')
|
|
'''
|
|
file.write('\n')
|
|
tabWrite('}\n')
|
|
|
|
|
|
if me.vertex_colors:
|
|
|
|
for fi, f in enumerate(me.faces):
|
|
material_index = f.material_index
|
|
material = me_materials[material_index]
|
|
|
|
if material and material.use_vertex_color_paint:
|
|
|
|
col = vcol_layer[fi]
|
|
|
|
if len(faces_verts[fi]) == 4:
|
|
cols = col.color1, col.color2, col.color3, col.color4
|
|
else:
|
|
cols = col.color1, col.color2, col.color3
|
|
|
|
for col in cols:
|
|
key = col[0], col[1], col[2], material_index # Material index!
|
|
vertCols[key] = [-1]
|
|
|
|
else:
|
|
if material:
|
|
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
|
|
tabWrite('texture_list {\n')
|
|
tabWrite('%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.use_transparency:
|
|
trans = 1.0 - material.alpha
|
|
else:
|
|
trans = 0.0
|
|
|
|
else:
|
|
material_finish = DEF_MAT_NAME # not working properly,
|
|
trans = 0.0
|
|
|
|
##############SF
|
|
texturesDif=''
|
|
texturesSpec=''
|
|
texturesNorm=''
|
|
texturesAlpha=''
|
|
for t in material.texture_slots:
|
|
if t and t.texture.type == 'IMAGE' and t.use and t.texture.image:
|
|
image_filename = path_image(t.texture.image.filepath)
|
|
imgGamma = ''
|
|
if image_filename:
|
|
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:
|
|
texturesSpec = image_filename
|
|
colvalue = t.default_value
|
|
t_spec = t
|
|
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:
|
|
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
|
|
|
|
|
|
##############################################################################################################
|
|
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)))
|
|
######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
|
|
## lampRotation=
|
|
## a=lamp.Rotation[0]
|
|
## b=lamp.Rotation[1]
|
|
## c=lamp.Rotation[2]
|
|
## lampLookAt=tuple (x,y,z)
|
|
## lampLookAt[3]= 0.0 #Put 'target' of the lamp on the floor plane to elimianate one unknown value
|
|
## degrees(atan((lampLocation - lampLookAt).y/(lampLocation - lampLookAt).z))=lamp.rotation[0]
|
|
## degrees(atan((lampLocation - lampLookAt).z/(lampLocation - lampLookAt).x))=lamp.rotation[1]
|
|
## degrees(atan((lampLocation - lampLookAt).x/(lampLocation - lampLookAt).y))=lamp.rotation[2]
|
|
## 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
|
|
|
|
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)))
|
|
|
|
|
|
#if material.diffuse_shader == 'FRESNEL': pigment pattern aoi pigment and texture map above, the rest below as one of its entry
|
|
##########################################################################################################################
|
|
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}%s}\n' % (imageFormat(texturesSpec) ,texturesSpec ,imgMap(t_spec),mappingSpec))
|
|
tabWrite('texture_map {\n')
|
|
tabWrite('[0 \n')
|
|
|
|
if texturesDif == '':
|
|
if texturesAlpha !='':
|
|
tabWrite('\n')
|
|
# POV-Ray "scale" is not a number of repetitions factor, but its inverse, a standard scale factor.
|
|
# Offset seems needed relatively to scale so probably center of the scale is not the same in blender and POV
|
|
mappingAlpha = (' translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>\n' % (-t_alpha.offset.x,t_alpha.offset.y,t_alpha.offset.z, 1 / 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}\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) )
|
|
tabWrite('}\n')
|
|
tabWrite('}\n')
|
|
|
|
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=1)))# Level 1 is no specular
|
|
|
|
else:
|
|
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>\n' % (-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 !='':
|
|
# 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}\n' % (imageFormat(texturesAlpha),texturesAlpha,imgMap(t_alpha),mappingAlpha))
|
|
tabWrite('pigment_map {\n')
|
|
tabWrite('[0 color rgbft<0,0,0,1,1>]\n')
|
|
tabWrite('[1 uv_mapping image_map {%s \"%s\" %s}%s]\n' % (imageFormat(texturesDif),texturesDif,(imgGamma + imgMap(t_dif)),mappingDif))
|
|
tabWrite('}\n' )
|
|
tabWrite('}\n')
|
|
|
|
else:
|
|
tabWrite('pigment {uv_mapping image_map {%s \"%s\" %s}%s}\n' % (imageFormat(texturesDif),texturesDif,(imgGamma + imgMap(t_dif)),mappingDif))
|
|
|
|
if texturesSpec !='':
|
|
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
|
|
|
|
## scale 1 rotate y*0
|
|
#imageMap = ('{image_map {%s \"%s\" %s }\n' % (imageFormat(textures),textures,imgMap(t_dif)))
|
|
#tabWrite('uv_mapping pigment %s} %s finish {%s}\n' % (imageMap,mapping,safety(material_finish)))
|
|
#tabWrite('pigment {uv_mapping image_map {%s \"%s\" %s}%s} finish {%s}\n' % (imageFormat(texturesDif),texturesDif,imgMap(t_dif),mappingDif,safety(material_finish)))
|
|
if texturesNorm !='':
|
|
## scale 1 rotate y*0
|
|
# POV-Ray "scale" is not a number of repetitions factor, but its inverse, a standard scale factor.
|
|
# Offset seems needed relatively to scale so probably center of the scale is not the same in blender and POV
|
|
mappingNor = (' translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>\n' % (-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))
|
|
#imageMapNor = ('{bump_map {%s \"%s\" %s mapping}' % (imageFormat(texturesNorm),texturesNorm,imgMap(t_nor)))
|
|
#We were not using the above maybe we should?
|
|
tabWrite('normal {uv_mapping bump_map {%s \"%s\" %s bump_size %.4g }%s}\n' % (imageFormat(texturesNorm),texturesNorm,imgMap(t_nor),(t_nor.normal_factor * 10),mappingNor))
|
|
if texturesSpec !='':
|
|
tabWrite(']\n')
|
|
################################Second index for mapping specular max value##################################################################################################
|
|
tabWrite('[1 \n')
|
|
|
|
if texturesDif == '':
|
|
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))
|
|
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('}\n')
|
|
tabWrite('}\n')
|
|
|
|
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
|
|
|
|
else:
|
|
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>\n' % (-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>\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))
|
|
tabWrite('pigment_map {\n')
|
|
tabWrite('[0 color rgbft<0,0,0,1,1>]\n')
|
|
tabWrite('[1 uv_mapping image_map {%s \"%s\" %s}%s]\n' % (imageFormat(texturesDif),texturesDif,(imgMap(t_dif)+imgGamma),mappingDif))
|
|
tabWrite('}\n')
|
|
tabWrite('}\n')
|
|
|
|
else:
|
|
tabWrite('pigment {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=3)))# Level 3 is full specular
|
|
else:
|
|
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 !='':
|
|
## 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>\n' % (-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))
|
|
#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('}\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
|
|
|
|
|
|
############################################################################################################
|
|
|
|
index[0] = idx
|
|
idx += 1
|
|
|
|
file.write('\n')
|
|
tabWrite('}\n')
|
|
|
|
# Face indices
|
|
tabWrite('face_indices {\n')
|
|
tabWrite('%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:
|
|
indices = (0, 1, 2), (0, 2, 3)
|
|
else:
|
|
indices = ((0, 1, 2),)
|
|
|
|
if vcol_layer:
|
|
col = vcol_layer[fi]
|
|
|
|
if len(fv) == 4:
|
|
cols = col.color1, col.color2, col.color3, col.color4
|
|
else:
|
|
cols = col.color1, col.color2, col.color3
|
|
|
|
|
|
if not me_materials or me_materials[material_index] is None: # No materials
|
|
for i1, i2, i3 in indices:
|
|
file.write(',\n')
|
|
tabWrite('<%d,%d,%d>' % (fv[i1], fv[i2], fv[i3])) # vert count
|
|
else:
|
|
material = me_materials[material_index]
|
|
for i1, i2, i3 in indices:
|
|
if me.vertex_colors and material.use_vertex_color_paint:
|
|
# 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')
|
|
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
|
|
for fi, fv in enumerate(faces_verts):
|
|
|
|
if len(fv) == 4:
|
|
indices = (0, 1, 2), (0, 2, 3)
|
|
else:
|
|
indices = ((0, 1, 2),)
|
|
|
|
for i1, i2, i3 in indices:
|
|
if me.faces[fi].use_smooth:
|
|
file.write(',\n')
|
|
tabWrite('<%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')
|
|
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
|
|
for fi, fv in enumerate(faces_verts):
|
|
|
|
if len(fv) == 4:
|
|
indices = (0, 1, 2), (0, 2, 3)
|
|
else:
|
|
indices = ((0, 1, 2),)
|
|
|
|
uv = uv_layer[fi]
|
|
if len(faces_verts[fi]) == 4:
|
|
uvs = 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 indices:
|
|
file.write(',\n')
|
|
tabWrite('<%d,%d,%d>' %\
|
|
(uniqueUVs[uvs[i1]][0],\
|
|
uniqueUVs[uvs[i2]][0],\
|
|
uniqueUVs[uvs[i3]][0]))
|
|
file.write('\n')
|
|
file.write('}\n')
|
|
|
|
if me.materials:
|
|
try:
|
|
material = me.materials[0] # dodgy
|
|
writeObjectMaterial(material)
|
|
except IndexError:
|
|
print(me)
|
|
|
|
writeMatrix(matrix)
|
|
|
|
#Importance for radiosity sampling added here:
|
|
tabWrite('radiosity { \n')
|
|
tabWrite('importance %3g \n' % importance)
|
|
tabWrite('}\n')
|
|
|
|
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)
|
|
|
|
def exportWorld(world):
|
|
render = scene.render
|
|
camera = scene.camera
|
|
matrix = global_matrix * camera.matrix_world
|
|
if not world:
|
|
return
|
|
#############Maurice####################################
|
|
#These lines added to get sky gradient (visible with PNG output)
|
|
if world:
|
|
#For simple flat background:
|
|
if not world.use_sky_blend:
|
|
#Non fully transparent background could premultiply alpha and avoid anti-aliasing display issue:
|
|
if render.alpha_mode == 'PREMUL' or render.alpha_mode == 'PREMUL' :
|
|
tabWrite('background {rgbt<%.3g, %.3g, %.3g, 0.75>}\n' % (tuple(world.horizon_color)))
|
|
#Currently using no alpha with Sky option:
|
|
elif render.alpha_mode == 'SKY':
|
|
tabWrite('background {rgbt<%.3g, %.3g, %.3g, 0>}\n' % (tuple(world.horizon_color)))
|
|
#StraightAlpha:
|
|
else:
|
|
tabWrite('background {rgbt<%.3g, %.3g, %.3g, 1>}\n' % (tuple(world.horizon_color)))
|
|
|
|
|
|
worldTexCount=0
|
|
#For Background image textures
|
|
for t in world.texture_slots: #risk to write several sky_spheres but maybe ok.
|
|
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 = ('')
|
|
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.
|
|
#Putting the map on a plane would not introduce the skysphere distortion and allow for better image scale matching but also some waay to chose depth and size of the plane relative to camera.
|
|
tabWrite('sky_sphere {\n')
|
|
tabWrite('pigment {\n')
|
|
tabWrite('image_map{%s \"%s\" %s}\n' % (imageFormat(texturesBlend),texturesBlend,imgMapBG(t_blend)))
|
|
tabWrite('}\n')
|
|
tabWrite('%s\n' % (mappingBlend))
|
|
tabWrite('}\n')
|
|
#tabWrite('scale 2\n')
|
|
#tabWrite('translate -1\n')
|
|
|
|
#For only Background gradient
|
|
|
|
if worldTexCount==0:
|
|
if world.use_sky_blend:
|
|
tabWrite('sky_sphere {\n')
|
|
tabWrite('pigment {\n')
|
|
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' % (tuple(world.horizon_color)))
|
|
tabWrite('[1.0 rgbt<%.3g, %.3g, %.3g, 1>]\n' % (tuple(world.zenith_color)))
|
|
elif render.alpha_mode == 'PREMUL':
|
|
tabWrite('[0.0 rgbt<%.3g, %.3g, %.3g, 0.99>]\n' % (tuple(world.horizon_color)))
|
|
tabWrite('[1.0 rgbt<%.3g, %.3g, %.3g, 0.99>]\n' % (tuple(world.zenith_color))) #aa premult not solved with transmit 1
|
|
else:
|
|
tabWrite('[0.0 rgbt<%.3g, %.3g, %.3g, 0>]\n' % (tuple(world.horizon_color)))
|
|
tabWrite('[1.0 rgbt<%.3g, %.3g, %.3g, 0>]\n' % (tuple(world.zenith_color)))
|
|
tabWrite('}\n')
|
|
tabWrite('}\n')
|
|
tabWrite('}\n')
|
|
#sky_sphere alpha (transmit) is not translating into image alpha the same way as 'background'
|
|
|
|
#if world.light_settings.use_indirect_light:
|
|
# scene.pov_radio_enable=1
|
|
|
|
#Maybe change the above to a funtion copyInternalRenderer settings when user pushes a button, then:
|
|
#scene.pov_radio_enable = world.light_settings.use_indirect_light
|
|
#and other such translations but maybe this would not be allowed either?
|
|
|
|
###############################################################
|
|
|
|
mist = world.mist_settings
|
|
|
|
if mist.use_mist:
|
|
tabWrite('fog {\n')
|
|
tabWrite('distance %.6f\n' % mist.depth)
|
|
tabWrite('color rgbt<%.3g, %.3g, %.3g, %.3g>\n' % (tuple(world.horizon_color) + (1 - mist.intensity,)))
|
|
#tabWrite('fog_offset %.6f\n' % mist.start)
|
|
#tabWrite('fog_alt 5\n')
|
|
#tabWrite('turbulence 0.2\n')
|
|
#tabWrite('turb_depth 0.3\n')
|
|
tabWrite('fog_type 1\n')
|
|
tabWrite('}\n')
|
|
if scene.pov_media_enable:
|
|
tabWrite('media {\n')
|
|
tabWrite('scattering { 1, rgb %.3g}\n' % scene.pov_media_color)
|
|
tabWrite('samples %.d\n' % scene.pov_media_samples)
|
|
tabWrite('}\n')
|
|
|
|
def exportGlobalSettings(scene):
|
|
|
|
tabWrite('global_settings {\n')
|
|
tabWrite('assumed_gamma 1.0\n')
|
|
tabWrite('max_trace_level %d\n' % scene.pov_max_trace_level)
|
|
|
|
if scene.pov_radio_enable:
|
|
tabWrite('radiosity {\n')
|
|
tabWrite('adc_bailout %.4g\n' % scene.pov_radio_adc_bailout)
|
|
tabWrite('always_sample %d\n' % scene.pov_radio_always_sample)
|
|
tabWrite('brightness %.4g\n' % scene.pov_radio_brightness)
|
|
tabWrite('count %d\n' % scene.pov_radio_count)
|
|
tabWrite('error_bound %.4g\n' % scene.pov_radio_error_bound)
|
|
tabWrite('gray_threshold %.4g\n' % scene.pov_radio_gray_threshold)
|
|
tabWrite('low_error_factor %.4g\n' % scene.pov_radio_low_error_factor)
|
|
tabWrite('media %d\n' % scene.pov_radio_media)
|
|
tabWrite('minimum_reuse %.4g\n' % scene.pov_radio_minimum_reuse)
|
|
tabWrite('nearest_count %d\n' % scene.pov_radio_nearest_count)
|
|
tabWrite('normal %d\n' % scene.pov_radio_normal)
|
|
tabWrite('pretrace_start %.3g\n' % scene.pov_radio_pretrace_start)
|
|
tabWrite('pretrace_end %.3g\n' % scene.pov_radio_pretrace_end)
|
|
tabWrite('recursion_limit %d\n' % scene.pov_radio_recursion_limit)
|
|
tabWrite('}\n')
|
|
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
|
|
|
|
if world:
|
|
tabWrite('ambient_light rgb<%.3g, %.3g, %.3g>\n' % tuple(world.ambient_color))
|
|
|
|
if material.pov_photons_refraction or material.pov_photons_reflection:
|
|
tabWrite('photons {\n')
|
|
tabWrite('spacing 0.003\n')
|
|
tabWrite('max_trace_level 5\n')
|
|
tabWrite('adc_bailout 0.1\n')
|
|
tabWrite('gather 30, 150\n')
|
|
tabWrite('}\n')
|
|
|
|
tabWrite('}\n')
|
|
|
|
|
|
sel = scene.objects
|
|
comments = scene.pov_comments_enable
|
|
if comments: file.write('//---------------------------------------------\n//--Exported with POV-Ray exporter for Blender--\n//---------------------------------------------\n')
|
|
if comments: file.write('\n//--Global settings and background--\n\n')
|
|
|
|
exportGlobalSettings(scene)
|
|
|
|
if comments: file.write('\n')
|
|
|
|
exportWorld(scene.world)
|
|
|
|
if comments: file.write('\n//--Cameras--\n\n')
|
|
|
|
exportCamera()
|
|
|
|
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')
|
|
|
|
# Convert all materials to strings we can access directly per vertex.
|
|
#exportMaterials()
|
|
writeMaterial(None) # default material
|
|
for material in bpy.data.materials:
|
|
writeMaterial(material)
|
|
|
|
if comments: file.write('\n')
|
|
if comments: file.write('//--Meta objects--\n\n') # <- How can this be written only if the scene contains META?
|
|
|
|
exportMeta([l for l in sel if l.type == 'META'])
|
|
|
|
if comments: file.write('\n') # <- How can this be written only if the scene contains META?
|
|
if comments: file.write('//--Mesh objecs--\n')
|
|
|
|
exportMeshs(scene, sel)
|
|
#What follow used to happen here:
|
|
#exportCamera()
|
|
#exportWorld(scene.world)
|
|
#exportGlobalSettings(scene)
|
|
# MR:..and the order was important for an attempt to implement pov 3.7 baking (mesh camera) comment for the record
|
|
# CR: Baking should be a special case than. If "baking", than we could change the order.
|
|
|
|
#print('pov file closed %s' % file.closed)
|
|
file.close()
|
|
#print('pov file closed %s' % file.closed)
|
|
|
|
|
|
|
|
def write_pov_ini(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.name, 'w')
|
|
file.write("Input_File_Name='%s'\n" % filename_pov.name)
|
|
file.write("Output_File_Name='%s'\n" % filename_image.name)
|
|
|
|
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('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('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=T\n') # TGA, best progressive loading
|
|
file.write('Output_Alpha=1\n')
|
|
|
|
if render.use_antialiasing:
|
|
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.
|
|
file.write('Antialias=on\n')
|
|
file.write('Sampling_Method=2\n')
|
|
file.write('Antialias_Depth=%d\n' % aa_mapping[render.antialiasing_samples])
|
|
file.write('Antialias_Threshold=0.1\n')#rather high settings but necessary.
|
|
file.write('Jitter=off\n')#prevent animation flicker
|
|
|
|
else:
|
|
file.write('Antialias=0\n')
|
|
file.write('Version=3.7')
|
|
#print('ini file closed %s' % file.closed)
|
|
file.close()
|
|
#print('ini file closed %s' % file.closed)
|
|
|
|
|
|
class PovrayRender(bpy.types.RenderEngine):
|
|
bl_idname = 'POVRAY_RENDER'
|
|
bl_label = 'POV-Ray 3.7'
|
|
DELAY = 0.05
|
|
|
|
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='.tga', delete=False)
|
|
self._temp_file_ini = tempfile.NamedTemporaryFile(suffix='.ini', delete=False)
|
|
'''
|
|
self._temp_file_in = '/test.pov'
|
|
self._temp_file_out = '/test.png'#PNG with POV-Ray 3.7, can show the background color with alpha. In the long run using the POV-Ray interactive preview like bishop 3D could solve the preview for all formats.
|
|
#self._temp_file_out = '/test.tga'
|
|
self._temp_file_ini = '/test.ini'
|
|
'''
|
|
|
|
def info_callback(txt):
|
|
self.update_stats('', 'POV-Ray 3.7: ' + txt)
|
|
|
|
write_pov(self._temp_file_in, scene, info_callback)
|
|
|
|
def _render(self, scene):
|
|
|
|
try:
|
|
os.remove(self._temp_file_out.name) # so as not to load the old file
|
|
except OSError:
|
|
pass
|
|
|
|
write_pov_ini(self._temp_file_ini, self._temp_file_in, self._temp_file_out)
|
|
|
|
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')
|
|
|
|
if bitness == 64:
|
|
pov_binary = winreg.QueryValueEx(regKey, 'Home')[0] + '\\bin\\pvengine64'
|
|
else:
|
|
pov_binary = winreg.QueryValueEx(regKey, 'Home')[0] + '\\bin\\pvengine'
|
|
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
|
|
except OSError:
|
|
# TODO, report api
|
|
print("POV-Ray 3.7: could not execute '%s', possibly POV-Ray 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.name))
|
|
|
|
# print ('***-DONE-***')
|
|
return True
|
|
|
|
def _cleanup(self):
|
|
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!
|
|
try:
|
|
os.unlink(f.name)
|
|
#os.remove(f.name)
|
|
except OSError: #was that the proper error type?
|
|
#print('Couldn't remove/unlink TEMP file %s' % f.name)
|
|
pass
|
|
print('')
|
|
|
|
self.update_stats('', '')
|
|
|
|
def render(self, scene):
|
|
|
|
self.update_stats('', 'POV-Ray 3.7: Exporting data from Blender')
|
|
self._export(scene)
|
|
self.update_stats('', 'POV-Ray 3.7: Parsing File')
|
|
|
|
if not self._render(scene):
|
|
self.update_stats('', 'POV-Ray 3.7: Not found')
|
|
return
|
|
|
|
r = scene.render
|
|
##WIP output format
|
|
## if r.file_format == 'OPENEXR':
|
|
## fformat = 'EXR'
|
|
## render.color_mode = 'RGBA'
|
|
## else:
|
|
## fformat = 'TGA'
|
|
## r.file_format = 'TARGA'
|
|
## r.color_mode = 'RGBA'
|
|
|
|
# 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.name):
|
|
# print('***POV WAITING FOR FILE***')
|
|
if self.test_break():
|
|
try:
|
|
self._process.terminate()
|
|
print('***POV INTERRUPTED***')
|
|
except OSError:
|
|
pass
|
|
break
|
|
|
|
poll_result = self._process.poll()
|
|
if poll_result is not None:
|
|
print('***POV PROCESS FAILED : %s ***' % poll_result)
|
|
self.update_stats('', 'POV-Ray 3.7: Failed')
|
|
break
|
|
|
|
time.sleep(self.DELAY)
|
|
|
|
if os.path.exists(self._temp_file_out.name):
|
|
# print('***POV FILE OK***')
|
|
self.update_stats('', 'POV-Ray 3.7: Rendering')
|
|
|
|
prev_size = -1
|
|
|
|
def update_image():
|
|
# print('***POV UPDATING 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.name)
|
|
except SystemError:
|
|
pass
|
|
self.end_result(result)
|
|
|
|
# Update while POV-Ray renders
|
|
while True:
|
|
# print('***POV RENDER LOOP***')
|
|
|
|
# test if POV-Ray exists
|
|
if self._process.poll() is not None:
|
|
print('***POV PROCESS FINISHED***')
|
|
update_image()
|
|
break
|
|
|
|
# user exit
|
|
if self.test_break():
|
|
try:
|
|
self._process.terminate()
|
|
print('***POV PROCESS INTERRUPTED***')
|
|
except OSError:
|
|
pass
|
|
|
|
break
|
|
|
|
# Would be nice to redirect the output
|
|
# stdout_value, stderr_value = self._process.communicate() # locks
|
|
|
|
|
|
# check if the file updated
|
|
new_size = os.path.getsize(self._temp_file_out.name)
|
|
|
|
if new_size != prev_size:
|
|
update_image()
|
|
prev_size = new_size
|
|
|
|
time.sleep(self.DELAY)
|
|
else:
|
|
print('***POV FILE NOT FOUND***')
|
|
|
|
print('***POV FINISHED***')
|
|
#time.sleep(self.DELAY)
|
|
self._cleanup()
|
|
|
|
|