mirror of
https://github.com/blender/blender-addons.git
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2328 lines
105 KiB
Python
2328 lines
105 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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# <pep8 compliant>
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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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from math import atan, pi, degrees, sqrt
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import re
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##############################SF###########################
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##############find image texture
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def imageFormat(imgF):
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ext = {
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'JPG': "jpeg",
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'JPEG': "jpeg",
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'GIF': "gif",
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'TGA': "tga",
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'IFF': "iff",
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'PPM': "ppm",
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'PNG': "png",
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'SYS': "sys",
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'TIFF': "tiff",
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'TIF': "tiff",
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'EXR': "exr", # POV3.7 Only!
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'HDR': "hdr", # POV3.7 Only! --MR
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}.get(os.path.splitext(imgF)[-1].upper(), "")
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if not ext:
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print(" WARNING: texture image format not supported ")
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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':
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image_map = "map_type 0 "
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elif ts.mapping == 'SPHERE':
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image_map = "map_type 1 " # map_type 7 in megapov
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elif ts.mapping == 'TUBE':
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image_map = "map_type 2 "
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## map_type 3 and 4 in development (?)
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## for POV-Ray, currently they just seem to default back to Flat (type 0)
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#elif ts.mapping=="?":
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# image_map = " map_type 3 "
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#elif ts.mapping=="?":
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# image_map = " map_type 4 "
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if ts.texture.use_interpolation:
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image_map += " interpolate 2 "
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if ts.texture.extension == 'CLIP':
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image_map += " once "
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#image_map += "}"
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#if ts.mapping=='CUBE':
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# image_map+= "warp { cubic } rotate <-90,0,180>"
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# no direct cube type mapping. Though this should work in POV 3.7
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# it doesn't give that good results(best suited to environment maps?)
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#if image_map == "":
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# 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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# texture_coords refers to the mapping of world textures:
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if wts.texture_coords == 'VIEW':
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image_mapBG = " map_type 0 "
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elif wts.texture_coords == 'ANGMAP':
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image_mapBG = " map_type 1 "
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elif wts.texture_coords == 'TUBE':
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image_mapBG = " map_type 2 "
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if wts.texture.use_interpolation:
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image_mapBG += " interpolate 2 "
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if wts.texture.extension == 'CLIP':
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image_mapBG += " once "
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#image_mapBG += "}"
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#if wts.mapping == 'CUBE':
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# image_mapBG += "warp { cubic } rotate <-90,0,180>"
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# no direct cube type mapping. Though this should work in POV 3.7
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# it doesn't give that good results(best suited to environment maps?)
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#if image_mapBG == "":
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# print(" No background texture image found ")
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return image_mapBG
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def path_image(image):
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return bpy.path.abspath(image.filepath, library=image.library)
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# end find image texture
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# -----------------------------------------------------------------------------
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def string_strip_hyphen(name):
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return name.replace("-", "")
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def safety(name, Level):
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# safety string name material
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#
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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
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# 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 = string_strip_hyphen(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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def is_renderable(scene, ob):
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return (ob.is_visible(scene) and not ob.hide_render)
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def renderable_objects(scene):
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return [ob for ob in scene.objects if is_renderable(scene, ob)]
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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, "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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if not scene.pov.tempfiles_enable:
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global tabLevel
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brackets = str_o.count("{") - str_o.count("}") + 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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else:
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file.write(str_o)
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def uniqueName(name, nameSeq):
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if name not in nameSeq:
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name = string_strip_hyphen(name)
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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 = string_strip_hyphen(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[1][0], matrix[2][0],
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matrix[0][1], matrix[1][1], matrix[2][1],
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matrix[0][2], matrix[1][2], matrix[2][2],
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matrix[0][3], matrix[1][3], matrix[2][3]))
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def MatrixAsPovString(matrix):
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sMatrix = ("matrix <%.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f>\n" %
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(matrix[0][0], matrix[1][0], matrix[2][0],
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matrix[0][1], matrix[1][1], matrix[2][1],
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matrix[0][2], matrix[1][2], matrix[2][2],
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matrix[0][3], matrix[1][3], matrix[2][3]))
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return sMatrix
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def writeObjectMaterial(material, ob):
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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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# Commented out: always write IOR to be able to use it for SSS, Fresnel reflections...
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#if material and material.transparency_method == 'RAYTRACE':
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if material:
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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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# Then the raytrace IOR taken from raytrace transparency properties and used for
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# reflections if IOR Mirror option is checked.
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elif material.pov.mirror_use_IOR:
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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.photons_reflection:
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pov_photons_reflection = True
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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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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
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# 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
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# 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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# Default of 1 means no dispersion
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tabWrite("dispersion %.6f\n" % material.pov.photons_dispersion)
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tabWrite("dispersion_samples %.d\n" % material.pov.photons_dispersion_samples)
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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
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# In Blender this value has always been reversed compared to what tooltip says.
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# 100.001 rather than 100 so that it does not get to 0
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# which deactivates the feature in POV
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tabWrite("fade_distance %.3g\n" % \
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(100.001 - material.raytrace_transparency.depth_max))
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# fade_power
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tabWrite("fade_power %.3g\n" % material.raytrace_transparency.falloff)
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# fade_color
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tabWrite("fade_color <%.3g, %.3g, %.3g>\n" % material.pov.interior_fade_color[:])
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# (variable) dispersion_samples (constant count for now)
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tabWrite("}\n")
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tabWrite("photons{")
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if not ob.pov.collect_photons:
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tabWrite("collect off\n")
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tabWrite("target %.3g\n" % ob.pov.spacing_multiplier)
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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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##################
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# Several versions of the finish: Level conditions are variations for specular/Mirror
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# 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 not scene.pov.tempfiles_enable and comments:
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file.write(" //No specular nor Mirror reflection\n")
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else:
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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 not scene.pov.tempfiles_enable and comments:
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file.write(" //translation of spec and mir levels for when no map " \
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"influences them\n")
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else:
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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 not scene.pov.tempfiles_enable and comments:
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file.write(" //Maximum Spec and Mirror\n")
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else:
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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
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# (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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# Try to respect the user's 'intention' by comparing the two values but
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# bringing the total back to one.
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frontDiffuse = backDiffuse = 0.5
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# Let the highest value stay the highest value.
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elif frontDiffuse > backDiffuse:
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# clamps the sum below 1
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backDiffuse = min(backDiffuse, (1.0 - frontDiffuse))
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else:
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frontDiffuse = min(frontDiffuse, (1.0 - 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 += (1.0 / 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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# Blender roughness is what is generally called oren nayar Sigma,
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# and brilliance in POV-Ray.
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tabWrite("brilliance %.3g\n" % (0.9 + material.roughness))
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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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# Lower diffuse and increase specular for toon effect seems to look better
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# in POV-Ray.
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frontDiffuse *= 0.5
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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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# trying to best match lambert attenuation by that constant brilliance value
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tabWrite("brilliance 1.8\n")
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if Level == 2:
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###########################Specular Shader######################################
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# No difference between phong and cook torrence in blender HaHa!
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if (material.specular_shader == 'COOKTORR' or
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material.specular_shader == 'PHONG'):
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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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# POV-Ray 'specular' keyword corresponds to a Blinn model, without the ior.
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elif material.specular_shader == 'BLINN':
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# Use blender Blinn's IOR just as some factor for spec intensity
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tabWrite("specular %.3g\n" % (material.specular_intensity *
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(material.specular_ior / 4.0)))
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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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elif material.specular_shader == 'TOON':
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tabWrite("phong %.3g\n" % (material.specular_intensity * 2.0))
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# use extreme phong_size
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tabWrite("phong_size %.3g\n" % (0.1 + material.specular_toon_smooth / 2.0))
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elif material.specular_shader == 'WARDISO':
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# find best suited default constant for brilliance Use both phong and
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# specular for some values.
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tabWrite("specular %.3g\n" % (material.specular_intensity /
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(material.specular_slope + 0.0005)))
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# find best suited default constant for brilliance Use both phong and
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# specular for some values.
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tabWrite("roughness %.4g\n" % (0.0005 + material.specular_slope / 10.0))
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# find best suited default constant for brilliance Use both phong and
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# specular for some values.
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tabWrite("brilliance %.4g\n" % (1.8 - material.specular_slope * 1.8))
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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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# POV-Ray blends the global value
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#tabWrite("ambient rgb <%.3g, %.3g, %.3g>\n" % \
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# tuple([c*material.ambient for c in world.ambient_color]))
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tabWrite("emission %.3g\n" % material.emit) # New in POV-Ray 3.7
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#POV-Ray just ignores roughness if there's no specular keyword
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#tabWrite("roughness %.3g\n" % roughness)
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if material.pov.conserve_energy:
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# added for more realistic shading. Needs some checking to see if it
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# really works. --Maurice.
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tabWrite("conserve_energy\n")
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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>" % material.mirror_color[:])
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||
if material.pov.mirror_metallic:
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||
tabWrite("metallic %.3g" % (raytrace_mirror.reflect_factor))
|
||
if material.pov.mirror_use_IOR: # WORKING ?
|
||
# Removed from the line below: gives a more physically correct
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||
# material but needs proper IOR. --Maurice
|
||
tabWrite("fresnel 1 ")
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||
tabWrite("falloff %.3g exponent %.3g} " % \
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(raytrace_mirror.fresnel, raytrace_mirror.fresnel_factor))
|
||
|
||
if material.subsurface_scattering.use:
|
||
subsurface_scattering = material.subsurface_scattering
|
||
tabWrite("subsurface { translucency <%.3g, %.3g, %.3g> }\n" % (
|
||
(subsurface_scattering.radius[0]),
|
||
(subsurface_scattering.radius[1]),
|
||
(subsurface_scattering.radius[2]),
|
||
)
|
||
)
|
||
|
||
if material.pov.irid_enable:
|
||
tabWrite("irid { %.4g thickness %.4g turbulence %.4g }" % \
|
||
(material.pov.irid_amount, material.pov.irid_thickness,
|
||
material.pov.irid_turbulence))
|
||
|
||
else:
|
||
tabWrite("diffuse 0.8\n")
|
||
tabWrite("phong 70.0\n")
|
||
|
||
#tabWrite("specular 0.2\n")
|
||
|
||
# This is written into the object
|
||
'''
|
||
if material and material.transparency_method=='RAYTRACE':
|
||
'interior { ior %.3g} ' % material.raytrace_transparency.ior
|
||
'''
|
||
|
||
#tabWrite("crand 1.0\n") # Sand granyness
|
||
#tabWrite("metallic %.6f\n" % material.spec)
|
||
#tabWrite("phong %.6f\n" % material.spec)
|
||
#tabWrite("phong_size %.6f\n" % material.spec)
|
||
#tabWrite("brilliance %.6f " % (material.specular_hardness/256.0) # Like hardness
|
||
|
||
tabWrite("}\n\n")
|
||
|
||
# Level=2 Means translation of spec and mir levels for when no map influences them
|
||
povHasnoSpecularMaps(Level=2)
|
||
|
||
if material:
|
||
special_texture_found = False
|
||
for t in material.texture_slots:
|
||
if(t and t.texture.type == 'IMAGE' and t.use and t.texture.image and
|
||
(t.use_map_specular or t.use_map_raymir or t.use_map_normal or t.use_map_alpha)):
|
||
special_texture_found = True
|
||
continue # Some texture found
|
||
|
||
if special_texture_found:
|
||
# Level=1 Means No specular nor Mirror reflection
|
||
povHasnoSpecularMaps(Level=1)
|
||
|
||
# Level=3 Means Maximum Spec and Mirror
|
||
povHasnoSpecularMaps(Level=3)
|
||
|
||
def exportCamera():
|
||
camera = scene.camera
|
||
|
||
# DH disabled for now, this isn't the correct context
|
||
active_object = None # bpy.context.active_object # does not always work MR
|
||
matrix = global_matrix * camera.matrix_world
|
||
focal_point = camera.data.dof_distance
|
||
|
||
# compute resolution
|
||
Qsize = float(render.resolution_x) / float(render.resolution_y)
|
||
tabWrite("#declare camLocation = <%.6f, %.6f, %.6f>;\n" %
|
||
matrix.translation[:])
|
||
tabWrite("#declare camLookAt = <%.6f, %.6f, %.6f>;\n" %
|
||
tuple([degrees(e) for e in matrix.to_3x3().to_euler()]))
|
||
|
||
tabWrite("camera {\n")
|
||
if scene.pov.baking_enable and active_object and active_object.type == 'MESH':
|
||
tabWrite("mesh_camera{ 1 3\n") # distribution 3 is what we want here
|
||
tabWrite("mesh{%s}\n" % active_object.name)
|
||
tabWrite("}\n")
|
||
tabWrite("location <0,0,.01>")
|
||
tabWrite("direction <0,0,-1>")
|
||
# Using standard camera otherwise
|
||
else:
|
||
tabWrite("location <0, 0, 0>\n")
|
||
tabWrite("look_at <0, 0, -1>\n")
|
||
tabWrite("right <%s, 0, 0>\n" % - Qsize)
|
||
tabWrite("up <0, 1, 0>\n")
|
||
tabWrite("angle %f\n" % (360.0 * atan(16.0 / camera.data.lens) / pi))
|
||
|
||
tabWrite("rotate <%.6f, %.6f, %.6f>\n" % \
|
||
tuple([degrees(e) for e in matrix.to_3x3().to_euler()]))
|
||
tabWrite("translate <%.6f, %.6f, %.6f>\n" % matrix.translation[:])
|
||
if camera.data.pov.dof_enable and focal_point != 0:
|
||
tabWrite("aperture %.3g\n" % camera.data.pov.dof_aperture)
|
||
tabWrite("blur_samples %d %d\n" % \
|
||
(camera.data.pov.dof_samples_min, camera.data.pov.dof_samples_max))
|
||
tabWrite("variance 1/%d\n" % camera.data.pov.dof_variance)
|
||
tabWrite("confidence %.3g\n" % camera.data.pov.dof_confidence)
|
||
tabWrite("focal_point <0, 0, %f>\n" % focal_point)
|
||
tabWrite("}\n")
|
||
|
||
def exportLamps(lamps):
|
||
# Incremented after each lamp export to declare its target
|
||
# currently used for Fresnel diffuse shader as their slope vector:
|
||
global lampCount
|
||
lampCount = 0
|
||
# Get all lamps
|
||
for ob in lamps:
|
||
lamp = ob.data
|
||
|
||
matrix = global_matrix * ob.matrix_world
|
||
|
||
# Colour is modified by energy #muiltiplie by 2 for a better match --Maurice
|
||
color = tuple([c * lamp.energy * 2.0 for c in lamp.color])
|
||
|
||
tabWrite("light_source {\n")
|
||
tabWrite("< 0,0,0 >\n")
|
||
tabWrite("color rgb<%.3g, %.3g, %.3g>\n" % color)
|
||
|
||
if lamp.type == 'POINT':
|
||
pass
|
||
elif lamp.type == 'SPOT':
|
||
tabWrite("spotlight\n")
|
||
|
||
# Falloff is the main radius from the centre line
|
||
tabWrite("falloff %.2f\n" % (degrees(lamp.spot_size) / 2.0)) # 1 TO 179 FOR BOTH
|
||
tabWrite("radius %.6f\n" % \
|
||
((degrees(lamp.spot_size) / 2.0) * (1.0 - lamp.spot_blend)))
|
||
|
||
# Blender does not have a tightness equivilent, 0 is most like blender default.
|
||
tabWrite("tightness 0\n") # 0:10f
|
||
|
||
tabWrite("point_at <0, 0, -1>\n")
|
||
elif lamp.type == 'SUN':
|
||
tabWrite("parallel\n")
|
||
tabWrite("point_at <0, 0, -1>\n") # *must* be after 'parallel'
|
||
|
||
elif lamp.type == 'AREA':
|
||
tabWrite("area_illumination\n")
|
||
tabWrite("fade_distance %.6f\n" % (lamp.distance / 2.0))
|
||
# Area lights have no falloff type, so always use blenders lamp quad equivalent
|
||
# for those?
|
||
tabWrite("fade_power %d\n" % 2)
|
||
size_x = lamp.size
|
||
samples_x = lamp.shadow_ray_samples_x
|
||
if lamp.shape == 'SQUARE':
|
||
size_y = size_x
|
||
samples_y = samples_x
|
||
else:
|
||
size_y = lamp.size_y
|
||
samples_y = lamp.shadow_ray_samples_y
|
||
|
||
tabWrite("area_light <%.6f,0,0>,<0,%.6f,0> %d, %d\n" % \
|
||
(size_x, size_y, samples_x, samples_y))
|
||
if lamp.shadow_ray_sample_method == 'CONSTANT_JITTERED':
|
||
if lamp.use_jitter:
|
||
tabWrite("jitter\n")
|
||
else:
|
||
tabWrite("adaptive 1\n")
|
||
tabWrite("jitter\n")
|
||
|
||
# HEMI never has any shadow_method attribute
|
||
if(not scene.render.use_shadows or lamp.type == 'HEMI' or
|
||
(lamp.type != 'HEMI' and lamp.shadow_method == 'NOSHADOW')):
|
||
tabWrite("shadowless\n")
|
||
|
||
# Sun shouldn't be attenuated. Hemi and area lights have no falloff attribute so they
|
||
# are put to type 2 attenuation a little higher above.
|
||
if lamp.type not in {'SUN', 'AREA', 'HEMI'}:
|
||
tabWrite("fade_distance %.6f\n" % (lamp.distance / 2.0))
|
||
if lamp.falloff_type == 'INVERSE_SQUARE':
|
||
tabWrite("fade_power %d\n" % 2) # Use blenders lamp quad equivalent
|
||
elif lamp.falloff_type == 'INVERSE_LINEAR':
|
||
tabWrite("fade_power %d\n" % 1) # Use blenders lamp linear
|
||
# supposing using no fade power keyword would default to constant, no attenuation.
|
||
elif lamp.falloff_type == 'CONSTANT':
|
||
pass
|
||
# Using Custom curve for fade power 3 for now.
|
||
elif lamp.falloff_type == 'CUSTOM_CURVE':
|
||
tabWrite("fade_power %d\n" % 4)
|
||
|
||
writeMatrix(matrix)
|
||
|
||
tabWrite("}\n")
|
||
|
||
lampCount += 1
|
||
|
||
# v(A,B) rotates vector A about origin by vector B.
|
||
file.write("#declare lampTarget%s= vrotate(<%.4g,%.4g,%.4g>,<%.4g,%.4g,%.4g>);\n" % \
|
||
(lampCount, -(ob.location.x), -(ob.location.y), -(ob.location.z),
|
||
ob.rotation_euler.x, ob.rotation_euler.y, ob.rotation_euler.z))
|
||
|
||
####################################################################################################
|
||
|
||
def exportMeta(metas):
|
||
|
||
# TODO - blenders 'motherball' naming is not supported.
|
||
|
||
if not scene.pov.tempfiles_enable and scene.pov.comments_enable and len(metas) >= 1:
|
||
file.write("//--Blob objects--\n\n")
|
||
|
||
for ob in metas:
|
||
meta = ob.data
|
||
|
||
# important because no elements will break parsing.
|
||
elements = [elem for elem in meta.elements if elem.type in {'BALL', 'ELLIPSOID'}]
|
||
|
||
if elements:
|
||
tabWrite("blob {\n")
|
||
tabWrite("threshold %.4g\n" % meta.threshold)
|
||
importance = ob.pov.importance_value
|
||
|
||
try:
|
||
material = meta.materials[0] # lame! - blender cant do enything else.
|
||
except:
|
||
material = None
|
||
|
||
for elem in elements:
|
||
loc = elem.co
|
||
|
||
stiffness = elem.stiffness
|
||
if elem.use_negative:
|
||
stiffness = - stiffness
|
||
|
||
if elem.type == 'BALL':
|
||
|
||
tabWrite("sphere { <%.6g, %.6g, %.6g>, %.4g, %.4g }\n" % \
|
||
(loc.x, loc.y, loc.z, elem.radius, stiffness))
|
||
|
||
# After this wecould do something simple like...
|
||
# "pigment {Blue} }"
|
||
# except we'll write the color
|
||
|
||
elif elem.type == 'ELLIPSOID':
|
||
# location is modified by scale
|
||
tabWrite("sphere { <%.6g, %.6g, %.6g>, %.4g, %.4g }\n" % \
|
||
(loc.x / elem.size_x, loc.y / elem.size_y, loc.z / elem.size_z,
|
||
elem.radius, stiffness))
|
||
tabWrite("scale <%.6g, %.6g, %.6g> \n" % \
|
||
(elem.size_x, elem.size_y, elem.size_z))
|
||
|
||
if material:
|
||
diffuse_color = material.diffuse_color
|
||
trans = 1.0 - material.alpha
|
||
if material.use_transparency and material.transparency_method == 'RAYTRACE':
|
||
povFilter = material.raytrace_transparency.filter * (1.0 - material.alpha)
|
||
trans = (1.0 - material.alpha) - povFilter
|
||
else:
|
||
povFilter = 0.0
|
||
|
||
material_finish = materialNames[material.name]
|
||
|
||
tabWrite("pigment {rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>} \n" % \
|
||
(diffuse_color[0], diffuse_color[1], diffuse_color[2],
|
||
povFilter, trans))
|
||
tabWrite("finish {%s}\n" % safety(material_finish, Level=2))
|
||
|
||
else:
|
||
tabWrite("pigment {rgb<1 1 1>} \n")
|
||
# Write the finish last.
|
||
tabWrite("finish {%s}\n" % (safety(DEF_MAT_NAME, Level=2)))
|
||
|
||
writeObjectMaterial(material, ob)
|
||
|
||
writeMatrix(global_matrix * ob.matrix_world)
|
||
# Importance for radiosity sampling added here
|
||
tabWrite("radiosity { \n")
|
||
tabWrite("importance %3g \n" % importance)
|
||
tabWrite("}\n")
|
||
|
||
tabWrite("}\n") # End of Metaball block
|
||
|
||
if not scene.pov.tempfiles_enable and scene.pov.comments_enable and len(metas) >= 1:
|
||
file.write("\n")
|
||
|
||
# objectNames = {}
|
||
DEF_OBJ_NAME = "Default"
|
||
|
||
def exportMeshes(scene, sel):
|
||
# obmatslist = []
|
||
# def hasUniqueMaterial():
|
||
# # Grab materials attached to object instances ...
|
||
# if hasattr(ob, 'material_slots'):
|
||
# for ms in ob.material_slots:
|
||
# if ms.material != None and ms.link == 'OBJECT':
|
||
# if ms.material in obmatslist:
|
||
# return False
|
||
# else:
|
||
# obmatslist.append(ms.material)
|
||
# return True
|
||
# def hasObjectMaterial(ob):
|
||
# # Grab materials attached to object instances ...
|
||
# if hasattr(ob, 'material_slots'):
|
||
# for ms in ob.material_slots:
|
||
# if ms.material != None and ms.link == 'OBJECT':
|
||
# # If there is at least one material slot linked to the object
|
||
# # and not the data (mesh), always create a new, “private” data instance.
|
||
# return True
|
||
# return False
|
||
# For objects using local material(s) only!
|
||
# This is a mapping between a tuple (dataname, materialnames, ...), and the POV dataname.
|
||
# As only objects using:
|
||
# * The same data.
|
||
# * EXACTLY the same materials, in EXACTLY the same sockets.
|
||
# ... can share a same instance in POV export.
|
||
obmats2data = {}
|
||
|
||
def checkObjectMaterials(ob, name, dataname):
|
||
if hasattr(ob, 'material_slots'):
|
||
has_local_mats = False
|
||
key = [dataname]
|
||
for ms in ob.material_slots:
|
||
if ms.material != None:
|
||
key.append(ms.material.name)
|
||
if ms.link == 'OBJECT' and not has_local_mats:
|
||
has_local_mats = True
|
||
else:
|
||
# Even if the slot is empty, it is important to grab it...
|
||
key.append("")
|
||
if has_local_mats:
|
||
# If this object uses local material(s), lets find if another object
|
||
# using the same data and exactly the same list of materials
|
||
# (in the same slots) has already been processed...
|
||
# Note that here also, we use object name as new, unique dataname for Pov.
|
||
key = tuple(key) # Lists are not hashable...
|
||
if key not in obmats2data:
|
||
obmats2data[key] = name
|
||
return obmats2data[key]
|
||
return None
|
||
|
||
data_ref = {}
|
||
|
||
def store(scene, ob, name, dataname, matrix):
|
||
# The Object needs to be written at least once but if its data is
|
||
# already in data_ref this has already been done.
|
||
# This func returns the “povray” name of the data, or None
|
||
# if no writing is needed.
|
||
if ob.is_modified(scene, 'RENDER'):
|
||
# Data modified.
|
||
# Create unique entry in data_ref by using object name
|
||
# (always unique in Blender) as data name.
|
||
data_ref[name] = [(name, MatrixAsPovString(matrix))]
|
||
return name
|
||
# Here, we replace dataname by the value returned by checkObjectMaterials, only if
|
||
# it is not evaluated to False (i.e. only if the object uses some local material(s)).
|
||
dataname = checkObjectMaterials(ob, name, dataname) or dataname
|
||
if dataname in data_ref:
|
||
# Data already known, just add the object instance.
|
||
data_ref[dataname].append((name, MatrixAsPovString(matrix)))
|
||
# No need to write data
|
||
return None
|
||
else:
|
||
# Data not yet processed, create a new entry in data_ref.
|
||
data_ref[dataname] = [(name, MatrixAsPovString(matrix))]
|
||
return dataname
|
||
|
||
ob_num = 0
|
||
for ob in sel:
|
||
ob_num += 1
|
||
|
||
# XXX I moved all those checks here, as there is no need to compute names
|
||
# for object we won’t export here!
|
||
if ob.type in {'LAMP', 'CAMERA', 'EMPTY', 'META', 'ARMATURE', 'LATTICE'}:
|
||
continue
|
||
|
||
try:
|
||
me = ob.to_mesh(scene, True, 'RENDER')
|
||
except:
|
||
# happens when curves cant be made into meshes because of no-data
|
||
continue
|
||
|
||
importance = ob.pov.importance_value
|
||
me_materials = me.materials
|
||
me_faces = me.faces[:]
|
||
|
||
if not me or not me_faces:
|
||
continue
|
||
|
||
#############################################
|
||
# Generating a name for object just like materials to be able to use it
|
||
# (baking for now or anything else).
|
||
# XXX I don’t understand that – if we are here, sel if a non-empty iterable,
|
||
# so this condition is always True, IMO -- mont29
|
||
if sel:
|
||
name_orig = "OB" + ob.name
|
||
dataname_orig = "DATA" + ob.data.name
|
||
else:
|
||
name_orig = DEF_OBJ_NAME
|
||
dataname_orig = DEF_OBJ_NAME
|
||
name = string_strip_hyphen(bpy.path.clean_name(name_orig))
|
||
dataname = string_strip_hyphen(bpy.path.clean_name(dataname_orig))
|
||
## for slot in ob.material_slots:
|
||
## if slot.material != None and slot.link == 'OBJECT':
|
||
## obmaterial = slot.material
|
||
|
||
#############################################
|
||
|
||
if info_callback:
|
||
info_callback("Object %2.d of %2.d (%s)" % (ob_num, len(sel), ob.name))
|
||
|
||
#if ob.type != 'MESH':
|
||
# continue
|
||
# me = ob.data
|
||
|
||
matrix = global_matrix * ob.matrix_world
|
||
povdataname = store(scene, ob, name, dataname, matrix)
|
||
if povdataname is None:
|
||
print("This is an instance")
|
||
continue
|
||
|
||
print("Writing Down First Occurence")
|
||
|
||
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 = [f.normal[:] for f in me_faces]
|
||
verts_normals = [v.normal[:] for v in me.vertices]
|
||
|
||
# quads incur an extra face
|
||
quadCount = sum(1 for f in faces_verts if len(f) == 4)
|
||
|
||
# Use named declaration to allow reference e.g. for baking. MR
|
||
file.write("\n")
|
||
tabWrite("#declare %s =\n" % povdataname)
|
||
tabWrite("mesh2 {\n")
|
||
tabWrite("vertex_vectors {\n")
|
||
tabWrite("%d" % len(me.vertices)) # vert count
|
||
|
||
tabStr = tab * tabLevel
|
||
for v in me.vertices:
|
||
if not scene.pov.tempfiles_enable and scene.pov.list_lf_enable:
|
||
file.write(",\n")
|
||
file.write(tabStr + "<%.6f, %.6f, %.6f>" % v.co[:]) # vert count
|
||
else:
|
||
file.write(", ")
|
||
file.write("<%.6f, %.6f, %.6f>" % v.co[:]) # vert count
|
||
#tabWrite("<%.6f, %.6f, %.6f>" % v.co[:]) # vert count
|
||
file.write("\n")
|
||
tabWrite("}\n")
|
||
|
||
# Build unique Normal list
|
||
uniqueNormals = {}
|
||
for fi, f in enumerate(me_faces):
|
||
fv = faces_verts[fi]
|
||
# [-1] is a dummy index, use a list so we can modify in place
|
||
if f.use_smooth: # Use vertex normals
|
||
for v in fv:
|
||
key = verts_normals[v]
|
||
uniqueNormals[key] = [-1]
|
||
else: # Use face normal
|
||
key = faces_normals[fi]
|
||
uniqueNormals[key] = [-1]
|
||
|
||
tabWrite("normal_vectors {\n")
|
||
tabWrite("%d" % len(uniqueNormals)) # vert count
|
||
idx = 0
|
||
tabStr = tab * tabLevel
|
||
for no, index in uniqueNormals.items():
|
||
if not scene.pov.tempfiles_enable and scene.pov.list_lf_enable:
|
||
file.write(",\n")
|
||
file.write(tabStr + "<%.6f, %.6f, %.6f>" % no) # vert count
|
||
else:
|
||
file.write(", ")
|
||
file.write("<%.6f, %.6f, %.6f>" % no) # vert count
|
||
index[0] = idx
|
||
idx += 1
|
||
file.write("\n")
|
||
tabWrite("}\n")
|
||
|
||
# Vertex 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[uv[:]] = [-1]
|
||
|
||
tabWrite("uv_vectors {\n")
|
||
#print unique_uvs
|
||
tabWrite("%d" % len(uniqueUVs)) # vert count
|
||
idx = 0
|
||
tabStr = tab * tabLevel
|
||
for uv, index in uniqueUVs.items():
|
||
if not scene.pov.tempfiles_enable and scene.pov.list_lf_enable:
|
||
file.write(",\n")
|
||
file.write(tabStr + "<%.6f, %.6f>" % uv)
|
||
else:
|
||
file.write(", ")
|
||
file.write("<%.6f, %.6f>" % uv)
|
||
index[0] = idx
|
||
idx += 1
|
||
'''
|
||
else:
|
||
# Just add 1 dummy vector, no real UV's
|
||
tabWrite('1') # vert count
|
||
file.write(',\n\t\t<0.0, 0.0>')
|
||
'''
|
||
file.write("\n")
|
||
tabWrite("}\n")
|
||
|
||
if me.vertex_colors:
|
||
|
||
for fi, f in enumerate(me_faces):
|
||
# annoying, index may be invalid
|
||
material_index = f.material_index
|
||
try:
|
||
material = me_materials[material_index]
|
||
except:
|
||
material = None
|
||
|
||
if material and material.use_vertex_color_paint:
|
||
|
||
col = vcol_layer[fi]
|
||
|
||
if len(faces_verts[fi]) == 4:
|
||
cols = col.color1, col.color2, col.color3, col.color4
|
||
else:
|
||
cols = col.color1, col.color2, col.color3
|
||
|
||
for col in cols:
|
||
key = col[0], col[1], col[2], material_index # Material index!
|
||
vertCols[key] = [-1]
|
||
|
||
else:
|
||
if material:
|
||
# Multiply diffuse with SSS Color
|
||
if material.subsurface_scattering.use:
|
||
diffuse_color = [i * j for i, j in zip(material.subsurface_scattering.color[:], material.diffuse_color[:])]
|
||
key = diffuse_color[0], diffuse_color[1], diffuse_color[2], \
|
||
material_index
|
||
vertCols[key] = [-1]
|
||
else:
|
||
diffuse_color = material.diffuse_color[:]
|
||
key = diffuse_color[0], diffuse_color[1], diffuse_color[2], \
|
||
material_index
|
||
vertCols[key] = [-1]
|
||
|
||
else:
|
||
# No vertex colours, so write material colours as vertex colours
|
||
for i, material in enumerate(me_materials):
|
||
|
||
if material:
|
||
# Multiply diffuse with SSS Color
|
||
if material.subsurface_scattering.use:
|
||
diffuse_color = [i * j for i, j in zip(material.subsurface_scattering.color[:], material.diffuse_color[:])]
|
||
key = diffuse_color[0], diffuse_color[1], diffuse_color[2], i # i == f.mat
|
||
vertCols[key] = [-1]
|
||
else:
|
||
diffuse_color = material.diffuse_color[:]
|
||
key = diffuse_color[0], diffuse_color[1], diffuse_color[2], i # i == f.mat
|
||
vertCols[key] = [-1]
|
||
|
||
# Vert Colours
|
||
tabWrite("texture_list {\n")
|
||
file.write(tabStr + "%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
|
||
|
||
if material.use_transparency and material.transparency_method == 'RAYTRACE':
|
||
povFilter = material.raytrace_transparency.filter * (1.0 - material.alpha)
|
||
trans = (1.0 - material.alpha) - povFilter
|
||
else:
|
||
povFilter = 0.0
|
||
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)
|
||
imgGamma = ""
|
||
if image_filename:
|
||
if t.use_map_color_diffuse:
|
||
texturesDif = image_filename
|
||
# colvalue = t.default_value # UNUSED
|
||
t_dif = t
|
||
if t_dif.texture.pov.tex_gamma_enable:
|
||
imgGamma = (" gamma %.3g " % t_dif.texture.pov.tex_gamma_value)
|
||
if t.use_map_specular or t.use_map_raymir:
|
||
texturesSpec = image_filename
|
||
# colvalue = t.default_value # UNUSED
|
||
t_spec = t
|
||
if t.use_map_normal:
|
||
texturesNorm = image_filename
|
||
# colvalue = t.normal_factor * 10.0 # UNUSED
|
||
#textNormName=t.texture.image.name + ".normal"
|
||
#was the above used? --MR
|
||
t_nor = t
|
||
if t.use_map_alpha:
|
||
texturesAlpha = image_filename
|
||
# colvalue = t.alpha_factor * 10.0 # UNUSED
|
||
#textDispName=t.texture.image.name + ".displ"
|
||
#was the above used? --MR
|
||
t_alpha = t
|
||
|
||
####################################################################################
|
||
|
||
if material.pov.replacement_text != "":
|
||
file.write("\n")
|
||
file.write(" texture{%s}\n" % material.pov.replacement_text)
|
||
|
||
else:
|
||
file.write("\n")
|
||
# THIS AREA NEEDS TO LEAVE THE TEXTURE OPEN UNTIL ALL MAPS ARE WRITTEN DOWN.
|
||
# --MR
|
||
tabWrite("texture {\n")
|
||
|
||
################################################################################
|
||
if material.diffuse_shader == 'MINNAERT':
|
||
tabWrite("\n")
|
||
tabWrite("aoi\n")
|
||
tabWrite("texture_map {\n")
|
||
tabWrite("[%.3g finish {diffuse %.3g}]\n" % \
|
||
(material.darkness / 2.0, 2.0 - material.darkness))
|
||
tabWrite("[%.3g\n" % (1.0 - (material.darkness / 2.0)))
|
||
|
||
if material.diffuse_shader == 'FRESNEL':
|
||
# For FRESNEL diffuse in POV, we'll layer slope patterned textures
|
||
# with lamp vector as the slope vector and nest one slope per lamp
|
||
# into each texture map's entry.
|
||
|
||
c = 1
|
||
while (c <= lampCount):
|
||
tabWrite("slope { lampTarget%s }\n" % (c))
|
||
tabWrite("texture_map {\n")
|
||
# Diffuse Fresnel value and factor go up to five,
|
||
# other kind of values needed: used the number 5 below to remap
|
||
tabWrite("[%.3g finish {diffuse %.3g}]\n" % \
|
||
((5.0 - material.diffuse_fresnel) / 5,
|
||
(material.diffuse_intensity *
|
||
((5.0 - material.diffuse_fresnel_factor) / 5))))
|
||
tabWrite("[%.3g\n" % ((material.diffuse_fresnel_factor / 5) *
|
||
(material.diffuse_fresnel / 5.0)))
|
||
c += 1
|
||
|
||
# if shader is a 'FRESNEL' or 'MINNAERT': slope pigment pattern or aoi
|
||
# and texture map above, the rest below as one of its entry
|
||
|
||
if texturesSpec != "" or texturesAlpha != "":
|
||
if texturesSpec != "":
|
||
# tabWrite("\n")
|
||
tabWrite("pigment_pattern {\n")
|
||
# POV-Ray "scale" is not a number of repetitions factor, but its
|
||
# inverse, a standard scale factor.
|
||
# Offset seems needed relatively to scale so probably center of the
|
||
# scale is not the same in blender and POV
|
||
mappingSpec = "translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>\n" % \
|
||
(-t_spec.offset.x, t_spec.offset.y, t_spec.offset.z,
|
||
1.0 / t_spec.scale.x, 1.0 / t_spec.scale.y,
|
||
1.0 / t_spec.scale.z)
|
||
tabWrite("uv_mapping image_map{%s \"%s\" %s}\n" % \
|
||
(imageFormat(texturesSpec), texturesSpec, imgMap(t_spec)))
|
||
tabWrite("%s\n" % mappingSpec)
|
||
tabWrite("}\n")
|
||
tabWrite("texture_map {\n")
|
||
tabWrite("[0 \n")
|
||
|
||
if texturesDif == "":
|
||
if texturesAlpha != "":
|
||
tabWrite("\n")
|
||
# POV-Ray "scale" is not a number of repetitions factor, but its
|
||
# inverse, a standard scale factor.
|
||
# Offset seems needed relatively to scale so probably center of the
|
||
# scale is not the same in blender and POV
|
||
mappingAlpha = " translate <%.4g, %.4g, %.4g> " \
|
||
"scale <%.4g, %.4g, %.4g>\n" % \
|
||
(-t_alpha.offset.x, -t_alpha.offset.y,
|
||
t_alpha.offset.z, 1.0 / t_alpha.scale.x,
|
||
1.0 / t_alpha.scale.y, 1.0 / t_alpha.scale.z)
|
||
tabWrite("pigment {pigment_pattern {uv_mapping image_map" \
|
||
"{%s \"%s\" %s}%s" % \
|
||
(imageFormat(texturesAlpha), texturesAlpha,
|
||
imgMap(t_alpha), mappingAlpha))
|
||
tabWrite("}\n")
|
||
tabWrite("pigment_map {\n")
|
||
tabWrite("[0 color rgbft<0,0,0,1,1>]\n")
|
||
tabWrite("[1 color rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>]\n" % \
|
||
(col[0], col[1], col[2], povFilter, trans))
|
||
tabWrite("}\n")
|
||
tabWrite("}\n")
|
||
|
||
else:
|
||
|
||
tabWrite("pigment {rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>}\n" % \
|
||
(col[0], col[1], col[2], povFilter, trans))
|
||
|
||
if texturesSpec != "":
|
||
# Level 1 is no specular
|
||
tabWrite("finish {%s}\n" % (safety(material_finish, Level=1)))
|
||
|
||
else:
|
||
# Level 2 is translated spec
|
||
tabWrite("finish {%s}\n" % (safety(material_finish, Level=2)))
|
||
|
||
else:
|
||
# POV-Ray "scale" is not a number of repetitions factor, but its
|
||
# inverse, a standard scale factor.
|
||
# Offset seems needed relatively to scale so probably center of the
|
||
# scale is not the same in blender and POV
|
||
mappingDif = ("translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>" % \
|
||
(-t_dif.offset.x, -t_dif.offset.y, t_dif.offset.z,
|
||
1.0 / t_dif.scale.x, 1.0 / t_dif.scale.y,
|
||
1.0 / t_dif.scale.z))
|
||
if texturesAlpha != "":
|
||
# POV-Ray "scale" is not a number of repetitions factor, but its
|
||
# inverse, a standard scale factor.
|
||
# Offset seems needed relatively to scale so probably center of the
|
||
# scale is not the same in blender and POV
|
||
mappingAlpha = " translate <%.4g,%.4g,%.4g> " \
|
||
"scale <%.4g,%.4g,%.4g>" % \
|
||
(-t_alpha.offset.x, -t_alpha.offset.y,
|
||
t_alpha.offset.z, 1.0 / t_alpha.scale.x,
|
||
1.0 / t_alpha.scale.y, 1.0 / t_alpha.scale.z)
|
||
tabWrite("pigment {\n")
|
||
tabWrite("pigment_pattern {\n")
|
||
tabWrite("uv_mapping image_map{%s \"%s\" %s}%s}\n" % \
|
||
(imageFormat(texturesAlpha), texturesAlpha,
|
||
imgMap(t_alpha), mappingAlpha))
|
||
tabWrite("pigment_map {\n")
|
||
tabWrite("[0 color rgbft<0,0,0,1,1>]\n")
|
||
tabWrite("[1 uv_mapping image_map {%s \"%s\" %s} %s]\n" % \
|
||
(imageFormat(texturesDif), texturesDif,
|
||
(imgGamma + imgMap(t_dif)), mappingDif))
|
||
tabWrite("}\n")
|
||
tabWrite("}\n")
|
||
|
||
else:
|
||
tabWrite("pigment {uv_mapping image_map {%s \"%s\" %s}%s}\n" % \
|
||
(imageFormat(texturesDif), texturesDif,
|
||
(imgGamma + imgMap(t_dif)), mappingDif))
|
||
|
||
if texturesSpec != "":
|
||
# Level 1 is no specular
|
||
tabWrite("finish {%s}\n" % (safety(material_finish, Level=1)))
|
||
|
||
else:
|
||
# Level 2 is translated specular
|
||
tabWrite("finish {%s}\n" % (safety(material_finish, Level=2)))
|
||
|
||
## scale 1 rotate y*0
|
||
#imageMap = ("{image_map {%s \"%s\" %s }\n" % \
|
||
# (imageFormat(textures),textures,imgMap(t_dif)))
|
||
#tabWrite("uv_mapping pigment %s} %s finish {%s}\n" % \
|
||
# (imageMap,mapping,safety(material_finish)))
|
||
#tabWrite("pigment {uv_mapping image_map {%s \"%s\" %s}%s} " \
|
||
# "finish {%s}\n" % \
|
||
# (imageFormat(texturesDif), texturesDif, imgMap(t_dif),
|
||
# mappingDif, safety(material_finish)))
|
||
if texturesNorm != "":
|
||
## scale 1 rotate y*0
|
||
# POV-Ray "scale" is not a number of repetitions factor, but its
|
||
# inverse, a standard scale factor.
|
||
# Offset seems needed relatively to scale so probably center of the
|
||
# scale is not the same in blender and POV
|
||
mappingNor = " translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>" % \
|
||
(-t_nor.offset.x, -t_nor.offset.y, t_nor.offset.z,
|
||
1.0 / t_nor.scale.x, 1.0 / t_nor.scale.y,
|
||
1.0 / t_nor.scale.z)
|
||
#imageMapNor = ("{bump_map {%s \"%s\" %s mapping}" % \
|
||
# (imageFormat(texturesNorm),texturesNorm,imgMap(t_nor)))
|
||
#We were not using the above maybe we should?
|
||
tabWrite("normal {uv_mapping bump_map " \
|
||
"{%s \"%s\" %s bump_size %.4g }%s}\n" % \
|
||
(imageFormat(texturesNorm), texturesNorm, imgMap(t_nor),
|
||
t_nor.normal_factor * 10, mappingNor))
|
||
if texturesSpec != "":
|
||
tabWrite("]\n")
|
||
##################Second index for mapping specular max value###############
|
||
tabWrite("[1 \n")
|
||
|
||
if texturesDif == "" and material.pov.replacement_text == "":
|
||
if texturesAlpha != "":
|
||
# POV-Ray "scale" is not a number of repetitions factor, but its inverse,
|
||
# a standard scale factor.
|
||
# Offset seems needed relatively to scale so probably center of the scale
|
||
# is not the same in blender and POV
|
||
# Strange that the translation factor for scale is not the same as for
|
||
# translate.
|
||
# TODO: verify both matches with blender internal.
|
||
mappingAlpha = " translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>\n" % \
|
||
(-t_alpha.offset.x, -t_alpha.offset.y, t_alpha.offset.z,
|
||
1.0 / t_alpha.scale.x, 1.0 / t_alpha.scale.y,
|
||
1.0 / t_alpha.scale.z)
|
||
tabWrite("pigment {pigment_pattern {uv_mapping image_map" \
|
||
"{%s \"%s\" %s}%s}\n" % \
|
||
(imageFormat(texturesAlpha), texturesAlpha, imgMap(t_alpha),
|
||
mappingAlpha))
|
||
tabWrite("pigment_map {\n")
|
||
tabWrite("[0 color rgbft<0,0,0,1,1>]\n")
|
||
tabWrite("[1 color rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>]\n" % \
|
||
(col[0], col[1], col[2], povFilter, trans))
|
||
tabWrite("}\n")
|
||
tabWrite("}\n")
|
||
|
||
else:
|
||
tabWrite("pigment {rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>}\n" % \
|
||
(col[0], col[1], col[2], povFilter, trans))
|
||
|
||
if texturesSpec != "":
|
||
# Level 3 is full specular
|
||
tabWrite("finish {%s}\n" % (safety(material_finish, Level=3)))
|
||
|
||
else:
|
||
# Level 2 is translated specular
|
||
tabWrite("finish {%s}\n" % (safety(material_finish, Level=2)))
|
||
|
||
elif material.pov.replacement_text == "":
|
||
# POV-Ray "scale" is not a number of repetitions factor, but its inverse,
|
||
# a standard scale factor.
|
||
# Offset seems needed relatively to scale so probably center of the scale is
|
||
# not the same in blender and POV
|
||
# Strange that the translation factor for scale is not the same as for
|
||
# translate.
|
||
# TODO: verify both matches with blender internal.
|
||
mappingDif = ("translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>" % \
|
||
(-t_dif.offset.x, -t_dif.offset.y, t_dif.offset.z,
|
||
1.0 / t_dif.scale.x, 1.0 / t_dif.scale.y, 1.0 / t_dif.scale.z))
|
||
if texturesAlpha != "":
|
||
# Strange that the translation factor for scale is not the same as for
|
||
# translate.
|
||
# TODO: verify both matches with blender internal.
|
||
mappingAlpha = "translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>" % \
|
||
(-t_alpha.offset.x, -t_alpha.offset.y, t_alpha.offset.z,
|
||
1.0 / t_alpha.scale.x, 1.0 / t_alpha.scale.y,
|
||
1.0 / t_alpha.scale.z)
|
||
tabWrite("pigment {pigment_pattern {uv_mapping image_map" \
|
||
"{%s \"%s\" %s}%s}\n" % \
|
||
(imageFormat(texturesAlpha), texturesAlpha, imgMap(t_alpha),
|
||
mappingAlpha))
|
||
tabWrite("pigment_map {\n")
|
||
tabWrite("[0 color rgbft<0,0,0,1,1>]\n")
|
||
tabWrite("[1 uv_mapping image_map {%s \"%s\" %s} %s]\n" % \
|
||
(imageFormat(texturesDif), texturesDif,
|
||
(imgMap(t_dif) + imgGamma), mappingDif))
|
||
tabWrite("}\n")
|
||
tabWrite("}\n")
|
||
|
||
else:
|
||
tabWrite("pigment {\n")
|
||
tabWrite("uv_mapping image_map {\n")
|
||
#tabWrite("%s \"%s\" %s}%s\n" % \
|
||
# (imageFormat(texturesDif), texturesDif,
|
||
# (imgGamma + imgMap(t_dif)),mappingDif))
|
||
tabWrite("%s \"%s\" \n" % (imageFormat(texturesDif), texturesDif))
|
||
tabWrite("%s\n" % (imgGamma + imgMap(t_dif)))
|
||
tabWrite("}\n")
|
||
tabWrite("%s\n" % mappingDif)
|
||
tabWrite("}\n")
|
||
if texturesSpec != "":
|
||
# Level 3 is full specular
|
||
tabWrite("finish {%s}\n" % (safety(material_finish, Level=3)))
|
||
else:
|
||
# Level 2 is translated specular
|
||
tabWrite("finish {%s}\n" % (safety(material_finish, Level=2)))
|
||
|
||
## scale 1 rotate y*0
|
||
#imageMap = ("{image_map {%s \"%s\" %s }" % \
|
||
# (imageFormat(textures), textures,imgMap(t_dif)))
|
||
#file.write("\n\t\t\tuv_mapping pigment %s} %s finish {%s}" % \
|
||
# (imageMap, mapping, safety(material_finish)))
|
||
#file.write("\n\t\t\tpigment {uv_mapping image_map " \
|
||
# "{%s \"%s\" %s}%s} finish {%s}" % \
|
||
# (imageFormat(texturesDif), texturesDif,imgMap(t_dif),
|
||
# mappingDif, safety(material_finish)))
|
||
if texturesNorm != "" and material.pov.replacement_text == "":
|
||
## scale 1 rotate y*0
|
||
# POV-Ray "scale" is not a number of repetitions factor, but its inverse,
|
||
# a standard scale factor.
|
||
# Offset seems needed relatively to scale so probably center of the scale is
|
||
# not the same in blender and POV
|
||
mappingNor = (" translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>" % \
|
||
(-t_nor.offset.x, -t_nor.offset.y, t_nor.offset.z,
|
||
1.0 / t_nor.scale.x, 1.0 / t_nor.scale.y, 1.0 / t_nor.scale.z))
|
||
#imageMapNor = ("{bump_map {%s \"%s\" %s mapping}" % \
|
||
# (imageFormat(texturesNorm),texturesNorm,imgMap(t_nor)))
|
||
#We were not using the above maybe we should?
|
||
tabWrite("normal {uv_mapping bump_map {%s \"%s\" %s bump_size %.4g }%s}\n" % \
|
||
(imageFormat(texturesNorm), texturesNorm, imgMap(t_nor),
|
||
t_nor.normal_factor * 10.0, mappingNor))
|
||
if texturesSpec != "" and material.pov.replacement_text == "":
|
||
tabWrite("]\n")
|
||
|
||
tabWrite("}\n")
|
||
|
||
#End of slope/ior texture_map
|
||
if material.diffuse_shader == 'MINNAERT' and material.pov.replacement_text == "":
|
||
tabWrite("]\n")
|
||
tabWrite("}\n")
|
||
if material.diffuse_shader == 'FRESNEL' and material.pov.replacement_text == "":
|
||
c = 1
|
||
while (c <= lampCount):
|
||
tabWrite("]\n")
|
||
tabWrite("}\n")
|
||
c += 1
|
||
|
||
if material.pov.replacement_text == "":
|
||
tabWrite("}\n") # THEN IT CAN CLOSE IT --MR
|
||
|
||
####################################################################################
|
||
index[0] = idx
|
||
idx += 1
|
||
|
||
tabWrite("}\n")
|
||
|
||
# Face indices
|
||
tabWrite("face_indices {\n")
|
||
tabWrite("%d" % (len(me_faces) + quadCount)) # faces count
|
||
tabStr = tab * tabLevel
|
||
|
||
for fi, f in enumerate(me_faces):
|
||
fv = faces_verts[fi]
|
||
material_index = f.material_index
|
||
if len(fv) == 4:
|
||
indices = (0, 1, 2), (0, 2, 3)
|
||
else:
|
||
indices = ((0, 1, 2),)
|
||
|
||
if vcol_layer:
|
||
col = vcol_layer[fi]
|
||
|
||
if len(fv) == 4:
|
||
cols = col.color1, col.color2, col.color3, col.color4
|
||
else:
|
||
cols = col.color1, col.color2, col.color3
|
||
|
||
if not me_materials or me_materials[material_index] is None: # No materials
|
||
for i1, i2, i3 in indices:
|
||
if not scene.pov.tempfiles_enable and scene.pov.list_lf_enable:
|
||
file.write(",\n")
|
||
# vert count
|
||
file.write(tabStr + "<%d,%d,%d>" % (fv[i1], fv[i2], fv[i3]))
|
||
else:
|
||
file.write(", ")
|
||
file.write("<%d,%d,%d>" % (fv[i1], fv[i2], fv[i3])) # vert count
|
||
else:
|
||
material = me_materials[material_index]
|
||
for i1, i2, i3 in indices:
|
||
if me.vertex_colors and material.use_vertex_color_paint:
|
||
# 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
|
||
if material.subsurface_scattering.use:
|
||
diffuse_color = [i * j for i, j in zip(material.subsurface_scattering.color[:], material.diffuse_color[:])]
|
||
else:
|
||
diffuse_color = material.diffuse_color[:]
|
||
ci1 = ci2 = ci3 = vertCols[diffuse_color[0], diffuse_color[1], \
|
||
diffuse_color[2], f.material_index][0]
|
||
|
||
if not scene.pov.tempfiles_enable and scene.pov.list_lf_enable:
|
||
file.write(",\n")
|
||
file.write(tabStr + "<%d,%d,%d>, %d,%d,%d" % \
|
||
(fv[i1], fv[i2], fv[i3], ci1, ci2, ci3)) # vert count
|
||
else:
|
||
file.write(", ")
|
||
file.write("<%d,%d,%d>, %d,%d,%d" % \
|
||
(fv[i1], fv[i2], fv[i3], ci1, ci2, ci3)) # vert count
|
||
|
||
file.write("\n")
|
||
tabWrite("}\n")
|
||
|
||
# normal_indices indices
|
||
tabWrite("normal_indices {\n")
|
||
tabWrite("%d" % (len(me_faces) + quadCount)) # faces count
|
||
tabStr = tab * tabLevel
|
||
for fi, fv in enumerate(faces_verts):
|
||
|
||
if len(fv) == 4:
|
||
indices = (0, 1, 2), (0, 2, 3)
|
||
else:
|
||
indices = ((0, 1, 2),)
|
||
|
||
for i1, i2, i3 in indices:
|
||
if me_faces[fi].use_smooth:
|
||
if not scene.pov.tempfiles_enable and scene.pov.list_lf_enable:
|
||
file.write(",\n")
|
||
file.write(tabStr + "<%d,%d,%d>" %\
|
||
(uniqueNormals[verts_normals[fv[i1]]][0],\
|
||
uniqueNormals[verts_normals[fv[i2]]][0],\
|
||
uniqueNormals[verts_normals[fv[i3]]][0])) # vert count
|
||
else:
|
||
file.write(", ")
|
||
file.write("<%d,%d,%d>" %\
|
||
(uniqueNormals[verts_normals[fv[i1]]][0],\
|
||
uniqueNormals[verts_normals[fv[i2]]][0],\
|
||
uniqueNormals[verts_normals[fv[i3]]][0])) # vert count
|
||
else:
|
||
idx = uniqueNormals[faces_normals[fi]][0]
|
||
if not scene.pov.tempfiles_enable and scene.pov.list_lf_enable:
|
||
file.write(",\n")
|
||
file.write(tabStr + "<%d,%d,%d>" % (idx, idx, idx)) # vert count
|
||
else:
|
||
file.write(", ")
|
||
file.write("<%d,%d,%d>" % (idx, idx, idx)) # vert count
|
||
|
||
file.write("\n")
|
||
tabWrite("}\n")
|
||
|
||
if uv_layer:
|
||
tabWrite("uv_indices {\n")
|
||
tabWrite("%d" % (len(me_faces) + quadCount)) # faces count
|
||
tabStr = tab * tabLevel
|
||
for fi, fv in enumerate(faces_verts):
|
||
|
||
if len(fv) == 4:
|
||
indices = (0, 1, 2), (0, 2, 3)
|
||
else:
|
||
indices = ((0, 1, 2),)
|
||
|
||
uv = uv_layer[fi]
|
||
if len(faces_verts[fi]) == 4:
|
||
uvs = uv.uv1[:], uv.uv2[:], uv.uv3[:], uv.uv4[:]
|
||
else:
|
||
uvs = uv.uv1[:], uv.uv2[:], uv.uv3[:]
|
||
|
||
for i1, i2, i3 in indices:
|
||
if not scene.pov.tempfiles_enable and scene.pov.list_lf_enable:
|
||
file.write(",\n")
|
||
file.write(tabStr + "<%d,%d,%d>" % (
|
||
uniqueUVs[uvs[i1]][0],\
|
||
uniqueUVs[uvs[i2]][0],\
|
||
uniqueUVs[uvs[i3]][0]))
|
||
else:
|
||
file.write(", ")
|
||
file.write("<%d,%d,%d>" % (
|
||
uniqueUVs[uvs[i1]][0],\
|
||
uniqueUVs[uvs[i2]][0],\
|
||
uniqueUVs[uvs[i3]][0]))
|
||
|
||
file.write("\n")
|
||
tabWrite("}\n")
|
||
|
||
if me.materials:
|
||
try:
|
||
material = me.materials[0] # dodgy
|
||
writeObjectMaterial(material, ob)
|
||
except IndexError:
|
||
print(me)
|
||
|
||
#Importance for radiosity sampling added here:
|
||
tabWrite("radiosity { \n")
|
||
tabWrite("importance %3g \n" % importance)
|
||
tabWrite("}\n")
|
||
|
||
tabWrite("}\n") # End of mesh block
|
||
|
||
bpy.data.meshes.remove(me)
|
||
|
||
for data_name, inst in data_ref.items():
|
||
for ob_name, matrix_str in inst:
|
||
tabWrite("//----Blender Object Name:%s----\n" % ob_name)
|
||
tabWrite("object { \n")
|
||
tabWrite("%s\n" % data_name)
|
||
tabWrite("%s\n" % matrix_str)
|
||
tabWrite("}\n")
|
||
|
||
def exportWorld(world):
|
||
render = scene.render
|
||
camera = scene.camera
|
||
matrix = global_matrix * camera.matrix_world
|
||
if not world:
|
||
return
|
||
#############Maurice####################################
|
||
#These lines added to get sky gradient (visible with PNG output)
|
||
if world:
|
||
#For simple flat background:
|
||
if not world.use_sky_blend:
|
||
# Non fully transparent background could premultiply alpha and avoid anti-aliasing
|
||
# display issue:
|
||
if render.alpha_mode == 'PREMUL':
|
||
tabWrite("background {rgbt<%.3g, %.3g, %.3g, 0.75>}\n" % \
|
||
(world.horizon_color[:]))
|
||
#Currently using no alpha with Sky option:
|
||
elif render.alpha_mode == 'SKY':
|
||
tabWrite("background {rgbt<%.3g, %.3g, %.3g, 0>}\n" % (world.horizon_color[:]))
|
||
#StraightAlpha:
|
||
else:
|
||
tabWrite("background {rgbt<%.3g, %.3g, %.3g, 1>}\n" % (world.horizon_color[:]))
|
||
|
||
worldTexCount = 0
|
||
#For Background image textures
|
||
for t in world.texture_slots: # risk to write several sky_spheres but maybe ok.
|
||
if t and t.texture.type is not None:
|
||
worldTexCount += 1
|
||
# XXX No enable checkbox for world textures yet (report it?)
|
||
#if t and t.texture.type == 'IMAGE' and t.use:
|
||
if t and t.texture.type == 'IMAGE':
|
||
image_filename = path_image(t.texture.image)
|
||
if t.texture.image.filepath != image_filename:
|
||
t.texture.image.filepath = image_filename
|
||
if image_filename != "" and t.use_map_blend:
|
||
texturesBlend = image_filename
|
||
#colvalue = t.default_value
|
||
t_blend = t
|
||
|
||
# Commented below was an idea to make the Background image oriented as camera
|
||
# taken here:
|
||
#http://news.povray.org/povray.newusers/thread/%3Cweb.4a5cddf4e9c9822ba2f93e20@news.povray.org%3E/
|
||
# Replace 4/3 by the ratio of each image found by some custom or existing
|
||
# function
|
||
#mappingBlend = (" translate <%.4g,%.4g,%.4g> rotate z*degrees" \
|
||
# "(atan((camLocation - camLookAt).x/(camLocation - " \
|
||
# "camLookAt).y)) rotate x*degrees(atan((camLocation - " \
|
||
# "camLookAt).y/(camLocation - camLookAt).z)) rotate y*" \
|
||
# "degrees(atan((camLocation - camLookAt).z/(camLocation - " \
|
||
# "camLookAt).x)) scale <%.4g,%.4g,%.4g>b" % \
|
||
# (t_blend.offset.x / 10 , t_blend.offset.y / 10 ,
|
||
# t_blend.offset.z / 10, t_blend.scale.x ,
|
||
# t_blend.scale.y , t_blend.scale.z))
|
||
#using camera rotation valuesdirectly from blender seems much easier
|
||
if t_blend.texture_coords == 'ANGMAP':
|
||
mappingBlend = ""
|
||
else:
|
||
mappingBlend = " translate <%.4g-0.5,%.4g-0.5,%.4g-0.5> rotate<0,0,0> " \
|
||
"scale <%.4g,%.4g,%.4g>" % \
|
||
(t_blend.offset.x / 10.0, t_blend.offset.y / 10.0,
|
||
t_blend.offset.z / 10.0, t_blend.scale.x * 0.85,
|
||
t_blend.scale.y * 0.85, t_blend.scale.z * 0.85)
|
||
|
||
# The initial position and rotation of the pov camera is probably creating
|
||
# the rotation offset should look into it someday but at least background
|
||
# won't rotate with the camera now.
|
||
# Putting the map on a plane would not introduce the skysphere distortion and
|
||
# allow for better image scale matching but also some waay to chose depth and
|
||
# size of the plane relative to camera.
|
||
tabWrite("sky_sphere {\n")
|
||
tabWrite("pigment {\n")
|
||
tabWrite("image_map{%s \"%s\" %s}\n" % \
|
||
(imageFormat(texturesBlend), texturesBlend, imgMapBG(t_blend)))
|
||
tabWrite("}\n")
|
||
tabWrite("%s\n" % (mappingBlend))
|
||
# The following layered pigment opacifies to black over the texture for
|
||
# transmit below 1 or otherwise adds to itself
|
||
tabWrite("pigment {rgb 0 transmit %s}\n" % (t.texture.intensity))
|
||
tabWrite("}\n")
|
||
#tabWrite("scale 2\n")
|
||
#tabWrite("translate -1\n")
|
||
|
||
#For only Background gradient
|
||
|
||
if worldTexCount == 0:
|
||
if world.use_sky_blend:
|
||
tabWrite("sky_sphere {\n")
|
||
tabWrite("pigment {\n")
|
||
# maybe Should follow the advice of POV doc about replacing gradient
|
||
# for skysphere..5.5
|
||
tabWrite("gradient y\n")
|
||
tabWrite("color_map {\n")
|
||
if render.alpha_mode == 'STRAIGHT':
|
||
tabWrite("[0.0 rgbt<%.3g, %.3g, %.3g, 1>]\n" % (world.horizon_color[:]))
|
||
tabWrite("[1.0 rgbt<%.3g, %.3g, %.3g, 1>]\n" % (world.zenith_color[:]))
|
||
elif render.alpha_mode == 'PREMUL':
|
||
tabWrite("[0.0 rgbt<%.3g, %.3g, %.3g, 0.99>]\n" % (world.horizon_color[:]))
|
||
# aa premult not solved with transmit 1
|
||
tabWrite("[1.0 rgbt<%.3g, %.3g, %.3g, 0.99>]\n" % (world.zenith_color[:]))
|
||
else:
|
||
tabWrite("[0.0 rgbt<%.3g, %.3g, %.3g, 0>]\n" % (world.horizon_color[:]))
|
||
tabWrite("[1.0 rgbt<%.3g, %.3g, %.3g, 0>]\n" % (world.zenith_color[:]))
|
||
tabWrite("}\n")
|
||
tabWrite("}\n")
|
||
tabWrite("}\n")
|
||
# Sky_sphere alpha (transmit) is not translating into image alpha the same
|
||
# way as 'background'
|
||
|
||
#if world.light_settings.use_indirect_light:
|
||
# scene.pov.radio_enable=1
|
||
|
||
# Maybe change the above to a funtion copyInternalRenderer settings when
|
||
# user pushes a button, then:
|
||
#scene.pov.radio_enable = world.light_settings.use_indirect_light
|
||
# and other such translations but maybe this would not be allowed either?
|
||
|
||
###############################################################
|
||
|
||
mist = world.mist_settings
|
||
|
||
if mist.use_mist:
|
||
tabWrite("fog {\n")
|
||
tabWrite("distance %.6f\n" % mist.depth)
|
||
tabWrite("color rgbt<%.3g, %.3g, %.3g, %.3g>\n" % \
|
||
(world.horizon_color[:] + (1.0 - mist.intensity,)))
|
||
#tabWrite("fog_offset %.6f\n" % mist.start)
|
||
#tabWrite("fog_alt 5\n")
|
||
#tabWrite("turbulence 0.2\n")
|
||
#tabWrite("turb_depth 0.3\n")
|
||
tabWrite("fog_type 1\n")
|
||
tabWrite("}\n")
|
||
if scene.pov.media_enable:
|
||
tabWrite("media {\n")
|
||
tabWrite("scattering { 1, rgb <%.4g, %.4g, %.4g>}\n" % scene.pov.media_color[:])
|
||
tabWrite("samples %.d\n" % scene.pov.media_samples)
|
||
tabWrite("}\n")
|
||
|
||
def exportGlobalSettings(scene):
|
||
|
||
tabWrite("global_settings {\n")
|
||
tabWrite("assumed_gamma 1.0\n")
|
||
tabWrite("max_trace_level %d\n" % scene.pov.max_trace_level)
|
||
|
||
if scene.pov.radio_enable:
|
||
tabWrite("radiosity {\n")
|
||
tabWrite("adc_bailout %.4g\n" % scene.pov.radio_adc_bailout)
|
||
tabWrite("always_sample %d\n" % scene.pov.radio_always_sample)
|
||
tabWrite("brightness %.4g\n" % scene.pov.radio_brightness)
|
||
tabWrite("count %d\n" % scene.pov.radio_count)
|
||
tabWrite("error_bound %.4g\n" % scene.pov.radio_error_bound)
|
||
tabWrite("gray_threshold %.4g\n" % scene.pov.radio_gray_threshold)
|
||
tabWrite("low_error_factor %.4g\n" % scene.pov.radio_low_error_factor)
|
||
tabWrite("media %d\n" % scene.pov.radio_media)
|
||
tabWrite("minimum_reuse %.4g\n" % scene.pov.radio_minimum_reuse)
|
||
tabWrite("nearest_count %d\n" % scene.pov.radio_nearest_count)
|
||
tabWrite("normal %d\n" % scene.pov.radio_normal)
|
||
tabWrite("pretrace_start %.3g\n" % scene.pov.radio_pretrace_start)
|
||
tabWrite("pretrace_end %.3g\n" % scene.pov.radio_pretrace_end)
|
||
tabWrite("recursion_limit %d\n" % scene.pov.radio_recursion_limit)
|
||
tabWrite("}\n")
|
||
onceSss = 1
|
||
onceAmbient = 1
|
||
oncePhotons = 1
|
||
for material in bpy.data.materials:
|
||
if material.subsurface_scattering.use and onceSss:
|
||
# In pov, the scale has reversed influence compared to blender. these number
|
||
# should correct that
|
||
tabWrite("mm_per_unit %.6f\n" % \
|
||
(material.subsurface_scattering.scale * (-100.0) + 15.0))
|
||
# In POV-Ray, the scale factor for all subsurface shaders needs to be the same
|
||
sslt_samples = (11 - material.subsurface_scattering.error_threshold) * 100
|
||
tabWrite("subsurface { samples %d, %d }\n" % (sslt_samples, sslt_samples / 10))
|
||
onceSss = 0
|
||
|
||
if world and onceAmbient:
|
||
tabWrite("ambient_light rgb<%.3g, %.3g, %.3g>\n" % world.ambient_color[:])
|
||
onceAmbient = 0
|
||
|
||
if (material.pov.photons_refraction or material.pov.photons_reflection)and oncePhotons:
|
||
tabWrite("photons {\n")
|
||
tabWrite("spacing %.6f\n" % scene.pov.photon_spacing)
|
||
tabWrite("max_trace_level %d\n" % scene.pov.photon_max_trace_level)
|
||
tabWrite("adc_bailout %.3g\n" % scene.pov.photon_adc_bailout)
|
||
tabWrite("gather %d, %d\n" % (scene.pov.photon_gather_min, scene.pov.photon_gather_max))
|
||
tabWrite("}\n")
|
||
oncePhotons = 0
|
||
|
||
tabWrite("}\n")
|
||
|
||
def exportCustomCode():
|
||
|
||
for txt in bpy.data.texts:
|
||
if txt.pov.custom_code:
|
||
# Why are the newlines needed?
|
||
file.write("\n")
|
||
file.write(txt.as_string())
|
||
file.write("\n")
|
||
|
||
sel = renderable_objects(scene)
|
||
comments = scene.pov.comments_enable
|
||
if not scene.pov.tempfiles_enable and comments:
|
||
file.write("//----------------------------------------------\n" \
|
||
"//--Exported with POV-Ray exporter for Blender--\n" \
|
||
"//----------------------------------------------\n\n")
|
||
file.write("#version 3.7;\n")
|
||
|
||
if not scene.pov.tempfiles_enable and comments:
|
||
file.write("\n//--CUSTOM CODE--\n\n")
|
||
exportCustomCode()
|
||
|
||
if not scene.pov.tempfiles_enable and comments:
|
||
file.write("\n//--Global settings and background--\n\n")
|
||
|
||
exportGlobalSettings(scene)
|
||
|
||
if not scene.pov.tempfiles_enable and comments:
|
||
file.write("\n")
|
||
|
||
exportWorld(scene.world)
|
||
|
||
if not scene.pov.tempfiles_enable and comments:
|
||
file.write("\n//--Cameras--\n\n")
|
||
|
||
exportCamera()
|
||
|
||
if not scene.pov.tempfiles_enable and comments:
|
||
file.write("\n//--Lamps--\n\n")
|
||
|
||
exportLamps([l for l in sel if l.type == 'LAMP'])
|
||
|
||
if not scene.pov.tempfiles_enable and comments:
|
||
file.write("\n//--Material Definitions--\n\n")
|
||
|
||
# Convert all materials to strings we can access directly per vertex.
|
||
#exportMaterials()
|
||
writeMaterial(None) # default material
|
||
for material in bpy.data.materials:
|
||
if material.users > 0:
|
||
writeMaterial(material)
|
||
if not scene.pov.tempfiles_enable and comments:
|
||
file.write("\n")
|
||
|
||
exportMeta([l for l in sel if l.type == 'META'])
|
||
|
||
if not scene.pov.tempfiles_enable and comments:
|
||
file.write("//--Mesh objects--\n")
|
||
|
||
exportMeshes(scene, sel)
|
||
#What follow used to happen here:
|
||
#exportCamera()
|
||
#exportWorld(scene.world)
|
||
#exportGlobalSettings(scene)
|
||
# MR:..and the order was important for an attempt to implement pov 3.7 baking
|
||
# (mesh camera) comment for the record
|
||
# CR: Baking should be a special case than. If "baking", than we could change the order.
|
||
|
||
#print("pov file closed %s" % file.closed)
|
||
file.close()
|
||
#print("pov file closed %s" % file.closed)
|
||
|
||
|
||
def write_pov_ini(scene, filename_ini, filename_pov, filename_image):
|
||
#scene = bpy.data.scenes[0]
|
||
render = scene.render
|
||
|
||
x = int(render.resolution_x * render.resolution_percentage * 0.01)
|
||
y = int(render.resolution_y * render.resolution_percentage * 0.01)
|
||
|
||
file = open(filename_ini, "w")
|
||
file.write("Version=3.7\n")
|
||
file.write("Input_File_Name='%s'\n" % filename_pov)
|
||
file.write("Output_File_Name='%s'\n" % filename_image)
|
||
|
||
file.write("Width=%d\n" % x)
|
||
file.write("Height=%d\n" % y)
|
||
|
||
# Border render.
|
||
if render.use_border:
|
||
file.write("Start_Column=%4g\n" % render.border_min_x)
|
||
file.write("End_Column=%4g\n" % (render.border_max_x))
|
||
|
||
file.write("Start_Row=%4g\n" % (1.0 - render.border_max_y))
|
||
file.write("End_Row=%4g\n" % (1.0 - render.border_min_y))
|
||
|
||
file.write("Bounding_Method=2\n") # The new automatic BSP is faster in most scenes
|
||
|
||
# Activated (turn this back off when better live exchange is done between the two programs
|
||
# (see next comment)
|
||
file.write("Display=1\n")
|
||
file.write("Pause_When_Done=0\n")
|
||
# PNG, with POV-Ray 3.7, can show background color with alpha. In the long run using the
|
||
# POV-Ray interactive preview like bishop 3D could solve the preview for all formats.
|
||
file.write("Output_File_Type=N\n")
|
||
#file.write("Output_File_Type=T\n") # TGA, best progressive loading
|
||
file.write("Output_Alpha=1\n")
|
||
|
||
if scene.pov.antialias_enable:
|
||
# method 2 (recursive) with higher max subdiv forced because no mipmapping in POV-Ray
|
||
# needs higher sampling.
|
||
# aa_mapping = {"5": 2, "8": 3, "11": 4, "16": 5}
|
||
method = {"0": 1, "1": 2}
|
||
file.write("Antialias=on\n")
|
||
file.write("Sampling_Method=%s\n" % method[scene.pov.antialias_method])
|
||
file.write("Antialias_Depth=%d\n" % scene.pov.antialias_depth)
|
||
file.write("Antialias_Threshold=%.3g\n" % scene.pov.antialias_threshold)
|
||
file.write("Antialias_Gamma=%.3g\n" % scene.pov.antialias_gamma)
|
||
if scene.pov.jitter_enable:
|
||
file.write("Jitter=on\n")
|
||
file.write("Jitter_Amount=%3g\n" % scene.pov.jitter_amount)
|
||
else:
|
||
file.write("Jitter=off\n") # prevent animation flicker
|
||
|
||
else:
|
||
file.write("Antialias=off\n")
|
||
#print("ini file closed %s" % file.closed)
|
||
file.close()
|
||
#print("ini file closed %s" % file.closed)
|
||
|
||
|
||
class PovrayRender(bpy.types.RenderEngine):
|
||
bl_idname = 'POVRAY_RENDER'
|
||
bl_label = "POV-Ray 3.7"
|
||
DELAY = 0.5
|
||
|
||
def _export(self, scene, povPath, renderImagePath):
|
||
import tempfile
|
||
|
||
if scene.pov.tempfiles_enable:
|
||
self._temp_file_in = tempfile.NamedTemporaryFile(suffix=".pov", delete=False).name
|
||
# PNG with POV 3.7, can show the background color with alpha. In the long run using the
|
||
# POV-Ray interactive preview like bishop 3D could solve the preview for all formats.
|
||
self._temp_file_out = tempfile.NamedTemporaryFile(suffix=".png", delete=False).name
|
||
#self._temp_file_out = tempfile.NamedTemporaryFile(suffix=".tga", delete=False).name
|
||
self._temp_file_ini = tempfile.NamedTemporaryFile(suffix=".ini", delete=False).name
|
||
else:
|
||
self._temp_file_in = povPath + ".pov"
|
||
# PNG with POV 3.7, can show the background color with alpha. In the long run using the
|
||
# POV-Ray interactive preview like bishop 3D could solve the preview for all formats.
|
||
self._temp_file_out = renderImagePath + ".png"
|
||
#self._temp_file_out = renderImagePath + ".tga"
|
||
self._temp_file_ini = povPath + ".ini"
|
||
'''
|
||
self._temp_file_in = "/test.pov"
|
||
# PNG with POV 3.7, can show the background color with alpha. In the long run using the
|
||
# POV-Ray interactive preview like bishop 3D could solve the preview for all formats.
|
||
self._temp_file_out = "/test.png"
|
||
#self._temp_file_out = "/test.tga"
|
||
self._temp_file_ini = "/test.ini"
|
||
'''
|
||
|
||
def info_callback(txt):
|
||
self.update_stats("", "POV-Ray 3.7: " + txt)
|
||
|
||
write_pov(self._temp_file_in, scene, info_callback)
|
||
|
||
def _render(self, scene):
|
||
|
||
try:
|
||
os.remove(self._temp_file_out) # so as not to load the old file
|
||
except OSError:
|
||
pass
|
||
|
||
write_pov_ini(scene, 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)
|
||
|
||
self._is_windows = False
|
||
if sys.platform[:3] == "win":
|
||
self._is_windows = True
|
||
#extra_args.append("/EXIT")
|
||
|
||
import winreg
|
||
import platform as pltfrm
|
||
if pltfrm.architecture()[0] == "64bit":
|
||
bitness = 64
|
||
else:
|
||
bitness = 32
|
||
|
||
regKey = winreg.OpenKey(winreg.HKEY_CURRENT_USER, "Software\\POV-Ray\\v3.7\\Windows")
|
||
|
||
# TODO, report api
|
||
|
||
# 64 bits blender
|
||
if bitness == 64:
|
||
try:
|
||
pov_binary = winreg.QueryValueEx(regKey, "Home")[0] + "\\bin\\pvengine64"
|
||
self._process = subprocess.Popen(
|
||
[pov_binary, self._temp_file_ini] + extra_args,
|
||
stdout=subprocess.PIPE, stderr=subprocess.STDOUT)
|
||
# This would work too but means we have to wait until its done:
|
||
# os.system("%s %s" % (pov_binary, self._temp_file_ini))
|
||
|
||
except OSError:
|
||
# someone might run povray 32 bits on a 64 bits blender machine
|
||
try:
|
||
pov_binary = winreg.QueryValueEx(regKey, "Home")[0] + "\\bin\\pvengine"
|
||
self._process = subprocess.Popen(
|
||
[pov_binary, self._temp_file_ini] + extra_args,
|
||
stdout=subprocess.PIPE, stderr=subprocess.STDOUT)
|
||
|
||
except OSError:
|
||
# TODO, report api
|
||
print("POV-Ray 3.7: could not execute '%s', possibly POV-Ray isn't " \
|
||
"installed" % pov_binary)
|
||
import traceback
|
||
traceback.print_exc()
|
||
print ("***-DONE-***")
|
||
return False
|
||
|
||
else:
|
||
print("POV-Ray 3.7 64 bits could not execute, running 32 bits instead")
|
||
print("Command line arguments passed: " + str(extra_args))
|
||
return True
|
||
|
||
else:
|
||
print("POV-Ray 3.7 64 bits found")
|
||
print("Command line arguments passed: " + str(extra_args))
|
||
return True
|
||
|
||
#32 bits blender
|
||
else:
|
||
try:
|
||
pov_binary = winreg.QueryValueEx(regKey, "Home")[0] + "\\bin\\pvengine"
|
||
self._process = subprocess.Popen(
|
||
[pov_binary, self._temp_file_ini] + extra_args,
|
||
stdout=subprocess.PIPE, stderr=subprocess.STDOUT)
|
||
|
||
# someone might also run povray 64 bits with a 32 bits build of blender.
|
||
except OSError:
|
||
try:
|
||
pov_binary = winreg.QueryValueEx(regKey, "Home")[0] + "\\bin\\pvengine64"
|
||
self._process = subprocess.Popen(
|
||
[pov_binary, self._temp_file_ini] + extra_args,
|
||
stdout=subprocess.PIPE, stderr=subprocess.STDOUT)
|
||
|
||
except OSError:
|
||
# TODO, report api
|
||
print("POV-Ray 3.7: could not execute '%s', possibly POV-Ray isn't " \
|
||
"installed" % pov_binary)
|
||
import traceback
|
||
traceback.print_exc()
|
||
print ("***-DONE-***")
|
||
return False
|
||
|
||
else:
|
||
print("Running POV-Ray 3.7 64 bits build with 32 bits Blender,\n" \
|
||
"You might want to run Blender 64 bits as well.")
|
||
print("Command line arguments passed: " + str(extra_args))
|
||
return True
|
||
|
||
else:
|
||
print("POV-Ray 3.7 32 bits found")
|
||
print("Command line arguments passed: " + str(extra_args))
|
||
return True
|
||
|
||
else:
|
||
# DH - added -d option to prevent render window popup which leads to segfault on linux
|
||
extra_args.append("-d")
|
||
|
||
isExists = False
|
||
sysPathList = os.getenv("PATH").split(':')
|
||
sysPathList.append("")
|
||
|
||
for dirName in sysPathList:
|
||
if (os.path.exists(os.path.join(dirName, pov_binary))):
|
||
isExists = True
|
||
break
|
||
|
||
if not isExists:
|
||
print("POV-Ray 3.7: could not found execute '%s' - not if PATH" % pov_binary)
|
||
import traceback
|
||
traceback.print_exc()
|
||
print ("***-DONE-***")
|
||
return False
|
||
|
||
try:
|
||
self._process = subprocess.Popen([pov_binary, self._temp_file_ini] + extra_args,
|
||
stdout=subprocess.PIPE, stderr=subprocess.STDOUT)
|
||
|
||
except OSError:
|
||
# TODO, report api
|
||
print("POV-Ray 3.7: could not execute '%s'" % pov_binary)
|
||
import traceback
|
||
traceback.print_exc()
|
||
print ("***-DONE-***")
|
||
return False
|
||
|
||
else:
|
||
print("POV-Ray 3.7 found")
|
||
print("Command line arguments passed: " + str(extra_args))
|
||
return True
|
||
|
||
# Now that we have a valid process
|
||
|
||
def _cleanup(self):
|
||
for f in (self._temp_file_in, self._temp_file_ini, self._temp_file_out):
|
||
for i in range(5):
|
||
try:
|
||
os.unlink(f)
|
||
break
|
||
except OSError:
|
||
# Wait a bit before retrying file might be still in use by Blender,
|
||
# and Windows does not know how to delete a file in use!
|
||
time.sleep(self.DELAY)
|
||
|
||
def render(self, scene):
|
||
import tempfile
|
||
|
||
print("***INITIALIZING***")
|
||
|
||
##WIP output format
|
||
## if r.image_settings.file_format == 'OPENEXR':
|
||
## fformat = 'EXR'
|
||
## render.image_settings.color_mode = 'RGBA'
|
||
## else:
|
||
## fformat = 'TGA'
|
||
## r.image_settings.file_format = 'TARGA'
|
||
## r.image_settings.color_mode = 'RGBA'
|
||
|
||
blendSceneName = bpy.data.filepath.split(os.path.sep)[-1].split(".")[0]
|
||
povSceneName = ""
|
||
povPath = ""
|
||
renderImagePath = ""
|
||
|
||
# has to be called to update the frame on exporting animations
|
||
scene.frame_set(scene.frame_current)
|
||
|
||
if not scene.pov.tempfiles_enable:
|
||
|
||
# check paths
|
||
povPath = bpy.path.abspath(scene.pov.scene_path).replace('\\', '/')
|
||
if povPath == "":
|
||
if bpy.data.is_saved:
|
||
povPath = bpy.path.abspath("//")
|
||
else:
|
||
povPath = tempfile.gettempdir()
|
||
elif povPath.endswith("/"):
|
||
if povPath == "/":
|
||
povPath = bpy.path.abspath("//")
|
||
else:
|
||
povPath = bpy.path.abspath(scene.pov.scene_path)
|
||
|
||
if not os.path.exists(povPath):
|
||
try:
|
||
os.makedirs(povPath)
|
||
except:
|
||
import traceback
|
||
traceback.print_exc()
|
||
|
||
print("POV-Ray 3.7: Cannot create scenes directory: %r" % povPath)
|
||
self.update_stats("", "POV-Ray 3.7: Cannot create scenes directory %r" % \
|
||
povPath)
|
||
time.sleep(2.0)
|
||
return
|
||
|
||
'''
|
||
# Bug in POV-Ray RC3
|
||
renderImagePath = bpy.path.abspath(scene.pov.renderimage_path).replace('\\','/')
|
||
if renderImagePath == "":
|
||
if bpy.data.is_saved:
|
||
renderImagePath = bpy.path.abspath("//")
|
||
else:
|
||
renderImagePath = tempfile.gettempdir()
|
||
#print("Path: " + renderImagePath)
|
||
elif path.endswith("/"):
|
||
if renderImagePath == "/":
|
||
renderImagePath = bpy.path.abspath("//")
|
||
else:
|
||
renderImagePath = bpy.path.abspath(scene.pov.renderimage_path)
|
||
if not os.path.exists(path):
|
||
print("POV-Ray 3.7: Cannot find render image directory")
|
||
self.update_stats("", "POV-Ray 3.7: Cannot find render image directory")
|
||
time.sleep(2.0)
|
||
return
|
||
'''
|
||
|
||
# check name
|
||
if scene.pov.scene_name == "":
|
||
if blendSceneName != "":
|
||
povSceneName = blendSceneName
|
||
else:
|
||
povSceneName = "untitled"
|
||
else:
|
||
povSceneName = scene.pov.scene_name
|
||
if os.path.isfile(povSceneName):
|
||
povSceneName = os.path.basename(povSceneName)
|
||
povSceneName = povSceneName.split('/')[-1].split('\\')[-1]
|
||
if not povSceneName:
|
||
print("POV-Ray 3.7: Invalid scene name")
|
||
self.update_stats("", "POV-Ray 3.7: Invalid scene name")
|
||
time.sleep(2.0)
|
||
return
|
||
povSceneName = os.path.splitext(povSceneName)[0]
|
||
|
||
print("Scene name: " + povSceneName)
|
||
print("Export path: " + povPath)
|
||
povPath = os.path.join(povPath, povSceneName)
|
||
povPath = os.path.realpath(povPath)
|
||
|
||
# for now this has to be the same like the pov output. Bug in POV-Ray RC3.
|
||
# renderImagePath = renderImagePath + "\\" + povSceneName
|
||
renderImagePath = povPath # Bugfix for POV-Ray RC3 bug
|
||
# renderImagePath = os.path.realpath(renderImagePath) # Bugfix for POV-Ray RC3 bug
|
||
|
||
#print("Export path: %s" % povPath)
|
||
#print("Render Image path: %s" % renderImagePath)
|
||
|
||
# start export
|
||
self.update_stats("", "POV-Ray 3.7: Exporting data from Blender")
|
||
self._export(scene, povPath, renderImagePath)
|
||
self.update_stats("", "POV-Ray 3.7: Parsing File")
|
||
|
||
if not self._render(scene):
|
||
self.update_stats("", "POV-Ray 3.7: Not found")
|
||
return
|
||
|
||
r = scene.render
|
||
# compute resolution
|
||
x = int(r.resolution_x * r.resolution_percentage * 0.01)
|
||
y = int(r.resolution_y * r.resolution_percentage * 0.01)
|
||
|
||
# This makes some tests on the render, returning True if all goes good, and False if
|
||
# it was finished one way or the other.
|
||
# It also pauses the script (time.sleep())
|
||
def _test_wait():
|
||
time.sleep(self.DELAY)
|
||
|
||
# User interrupts the rendering
|
||
if self.test_break():
|
||
try:
|
||
self._process.terminate()
|
||
print("***POV INTERRUPTED***")
|
||
except OSError:
|
||
pass
|
||
return False
|
||
|
||
poll_result = self._process.poll()
|
||
# POV process is finisehd, one way or the other
|
||
if poll_result is not None:
|
||
if poll_result < 0:
|
||
print("***POV PROCESS FAILED : %s ***" % poll_result)
|
||
self.update_stats("", "POV-Ray 3.7: Failed")
|
||
return False
|
||
|
||
return True
|
||
|
||
# Wait for the file to be created
|
||
# XXX This is no more valid, as 3.7 always creates output file once render is finished!
|
||
parsing = re.compile(br"= \[Parsing\.\.\.\] =")
|
||
rendering = re.compile(br"= \[Rendering\.\.\.\] =")
|
||
percent = re.compile(r"\(([0-9]{1,3})%\)")
|
||
# print("***POV WAITING FOR FILE***")
|
||
|
||
data = b""
|
||
last_line = ""
|
||
while _test_wait():
|
||
# POV in Windows does not output its stdout/stderr, it displays them in its GUI
|
||
if self._is_windows:
|
||
self.update_stats("", "POV-Ray 3.7: Rendering File")
|
||
else:
|
||
t_data = self._process.stdout.read(10000)
|
||
if not t_data:
|
||
continue
|
||
|
||
data += t_data
|
||
# XXX This is working for UNIX, not sure whether it might need adjustments for
|
||
# other OSs
|
||
# First replace is for windows
|
||
t_data = str(t_data).replace('\\r\\n', '\\n').replace('\\r', '\r')
|
||
lines = t_data.split('\\n')
|
||
last_line += lines[0]
|
||
lines[0] = last_line
|
||
print('\n'.join(lines), end="")
|
||
last_line = lines[-1]
|
||
|
||
if rendering.search(data):
|
||
_pov_rendering = True
|
||
match = percent.findall(str(data))
|
||
if match:
|
||
self.update_stats("", "POV-Ray 3.7: Rendering File (%s%%)" % match[-1])
|
||
else:
|
||
self.update_stats("", "POV-Ray 3.7: Rendering File")
|
||
|
||
elif parsing.search(data):
|
||
self.update_stats("", "POV-Ray 3.7: Parsing File")
|
||
|
||
if os.path.exists(self._temp_file_out):
|
||
# print("***POV FILE OK***")
|
||
#self.update_stats("", "POV-Ray 3.7: Rendering")
|
||
|
||
# prev_size = -1
|
||
|
||
xmin = int(r.border_min_x * x)
|
||
ymin = int(r.border_min_y * y)
|
||
xmax = int(r.border_max_x * x)
|
||
ymax = int(r.border_max_y * y)
|
||
|
||
# print("***POV UPDATING IMAGE***")
|
||
result = self.begin_result(0, 0, x, y)
|
||
# XXX, tests for border render.
|
||
#result = self.begin_result(xmin, ymin, xmax - xmin, ymax - ymin)
|
||
#result = self.begin_result(0, 0, xmax - xmin, ymax - ymin)
|
||
lay = result.layers[0]
|
||
|
||
# This assumes the file has been fully written We wait a bit, just in case!
|
||
time.sleep(self.DELAY)
|
||
try:
|
||
lay.load_from_file(self._temp_file_out)
|
||
# XXX, tests for border render.
|
||
#lay.load_from_file(self._temp_file_out, xmin, ymin)
|
||
except RuntimeError:
|
||
print("***POV ERROR WHILE READING OUTPUT FILE***")
|
||
|
||
# Not needed right now, might only be useful if we find a way to use temp raw output of
|
||
# pov 3.7 (in which case it might go under _test_wait()).
|
||
# def update_image():
|
||
# # possible the image wont load early on.
|
||
# try:
|
||
# lay.load_from_file(self._temp_file_out)
|
||
# # XXX, tests for border render.
|
||
# #lay.load_from_file(self._temp_file_out, xmin, ymin)
|
||
# #lay.load_from_file(self._temp_file_out, xmin, ymin)
|
||
# except RuntimeError:
|
||
# pass
|
||
|
||
# # Update while POV-Ray renders
|
||
# while True:
|
||
# # print("***POV RENDER LOOP***")
|
||
|
||
# # test if POV-Ray exists
|
||
# if self._process.poll() is not None:
|
||
# print("***POV PROCESS FINISHED***")
|
||
# update_image()
|
||
# break
|
||
|
||
# # user exit
|
||
# if self.test_break():
|
||
# try:
|
||
# self._process.terminate()
|
||
# print("***POV PROCESS INTERRUPTED***")
|
||
# except OSError:
|
||
# pass
|
||
|
||
# break
|
||
|
||
# # Would be nice to redirect the output
|
||
# # stdout_value, stderr_value = self._process.communicate() # locks
|
||
|
||
# # check if the file updated
|
||
# new_size = os.path.getsize(self._temp_file_out)
|
||
|
||
# if new_size != prev_size:
|
||
# update_image()
|
||
# prev_size = new_size
|
||
|
||
# time.sleep(self.DELAY)
|
||
|
||
self.end_result(result)
|
||
|
||
else:
|
||
print("***POV FILE NOT FOUND***")
|
||
|
||
print("***POV FINISHED***")
|
||
|
||
self.update_stats("", "")
|
||
|
||
if scene.pov.tempfiles_enable or scene.pov.deletefiles_enable:
|
||
self._cleanup()
|