[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [22725] branches/blender2.5/blender/ release/io/engine_render_pov.py: revert previous change, povray rendering works again, somehow I managed to render with previous changes
Campbell Barton
ideasman42 at gmail.com
Sun Aug 23 20:20:32 CEST 2009
Revision: 22725
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=22725
Author: campbellbarton
Date: 2009-08-23 20:20:31 +0200 (Sun, 23 Aug 2009)
Log Message:
-----------
revert previous change, povray rendering works again, somehow I managed to render with previous changes
(probably failed to reload the module and was using the register un-modified version)
Modified Paths:
--------------
branches/blender2.5/blender/release/io/engine_render_pov.py
Modified: branches/blender2.5/blender/release/io/engine_render_pov.py
===================================================================
--- branches/blender2.5/blender/release/io/engine_render_pov.py 2009-08-23 17:33:34 UTC (rev 22724)
+++ branches/blender2.5/blender/release/io/engine_render_pov.py 2009-08-23 18:20:31 UTC (rev 22725)
@@ -635,11 +635,89 @@
file.close()
+# Radiosity panel, use in the scene for now.
+FloatProperty= bpy.types.Scene.FloatProperty
+IntProperty= bpy.types.Scene.IntProperty
+BoolProperty= bpy.types.Scene.BoolProperty
+# Not a real pov option, just to know if we should write
+BoolProperty( attr="pov_radio_enable",
+ name="Enable Radiosity",
+ description="Enable povrays radiosity calculation.",
+ default= False)
+BoolProperty( attr="pov_radio_display_advanced",
+ name="Advanced Options",
+ description="Show advanced options.",
+ default= False)
+
+# Real pov options
+FloatProperty( attr="pov_radio_adc_bailout",
+ name="ADC Bailout",
+ description="The adc_bailout for radiosity rays. Use adc_bailout = 0.01 / brightest_ambient_object for good results.",
+ min=0.0, max=1000.0, soft_min=0.0, soft_max=1.0, default= 0.01)
+
+BoolProperty( attr="pov_radio_always_sample",
+ name="Always Sample",
+ description="Only use the data from the pretrace step and not gather any new samples during the final radiosity pass..",
+ default= True)
+
+FloatProperty( attr="pov_radio_brightness",
+ name="Brightness",
+ description="Ammount objects are brightened before being returned upwards to the rest of the system.",
+ min=0.0, max=1000.0, soft_min=0.0, soft_max=10.0, default= 1.0)
+
+IntProperty( attr="pov_radio_count",
+ name="Ray Count",
+ description="number of rays that are sent out whenever a new radiosity value has to be calculated.",
+ min=1, max=1600, default= 35)
+
+FloatProperty( attr="pov_radio_error_bound",
+ name="Error Bound",
+ description="one of the two main speed/quality tuning values, lower values are more accurate.",
+ min=0.0, max=1000.0, soft_min=0.1, soft_max=10.0, default= 1.8)
+
+FloatProperty( attr="pov_radio_gray_threshold",
+ name="Gray Threshold",
+ description="one of the two main speed/quality tuning values, lower values are more accurate.",
+ min=0.0, max=1.0, soft_min=0, soft_max=1, default= 0.0)
+
+FloatProperty( attr="pov_radio_low_error_factor",
+ name="Low Error Factor",
+ description="If you calculate just enough samples, but no more, you will get an image which has slightly blotchy lighting.",
+ min=0.0, max=1.0, soft_min=0.0, soft_max=1.0, default= 0.5)
+
+# max_sample - not available yet
+BoolProperty( attr="pov_radio_media",
+ name="Media",
+ description="Radiosity estimation can be affected by media.",
+ default= False)
+
+FloatProperty( attr="pov_radio_minimum_reuse",
+ name="Minimum Reuse",
+ description="Fraction of the screen width which sets the minimum radius of reuse for each sample point (At values higher than 2% expect errors).",
+ min=0.0, max=1.0, soft_min=0.1, soft_max=0.1, default= 0.015)
+
+IntProperty( attr="pov_radio_nearest_count",
+ name="Nearest Count",
+ description="Number of old ambient values blended together to create a new interpolated value.",
+ min=1, max=20, default= 5)
+
+BoolProperty( attr="pov_radio_normal",
+ name="Normals",
+ description="Radiosity estimation can be affected by normals.",
+ default= False)
+
+IntProperty( attr="pov_radio_recursion_limit",
+ name="Recursion Limit",
+ description="how many recursion levels are used to calculate the diffuse inter-reflection.",
+ min=1, max=20, default= 3)
+
+
class PovrayRender(bpy.types.RenderEngine):
__idname__ = 'POVRAY_RENDER'
__label__ = "Povray"
DELAY = 0.02
+
def _export(self, scene):
import tempfile
@@ -761,11 +839,8 @@
self._cleanup()
-
bpy.types.register(PovrayRender)
-
-
# Use some of the existing buttons.
import buttons_scene
buttons_scene.SCENE_PT_render.COMPAT_ENGINES.add('POVRAY_RENDER')
@@ -800,89 +875,10 @@
rd = context.scene.render_data
return (rd.use_game_engine==False) and (rd.engine in self.COMPAT_ENGINES)
-# Radiosity panel, use in the scene for now.
-FloatProperty= bpy.props.FloatProperty
-IntProperty= bpy.props.IntProperty
-BoolProperty= bpy.props.BoolProperty
-
class SCENE_PT_povray_radiosity(RenderButtonsPanel):
__label__ = "Radiosity"
COMPAT_ENGINES = set(['POVRAY_RENDER'])
-
- __props__ = [ \
- # Not a real pov option, just to know if we should write
- BoolProperty( attr="pov_radio_enable",
- name="Enable Radiosity",
- description="Enable povrays radiosity calculation.",
- default= False),
- BoolProperty( attr="pov_radio_display_advanced",
- name="Advanced Options",
- description="Show advanced options.",
- default= False),
- # Real pov options
- FloatProperty( attr="pov_radio_adc_bailout",
- name="ADC Bailout",
- description="The adc_bailout for radiosity rays. Use adc_bailout = 0.01 / brightest_ambient_object for good results.",
- min=0.0, max=1000.0, soft_min=0.0, soft_max=1.0, default= 0.01),
-
- BoolProperty( attr="pov_radio_always_sample",
- name="Always Sample",
- description="Only use the data from the pretrace step and not gather any new samples during the final radiosity pass..",
- default= True),
-
- FloatProperty( attr="pov_radio_brightness",
- name="Brightness",
- description="Ammount objects are brightened before being returned upwards to the rest of the system.",
- min=0.0, max=1000.0, soft_min=0.0, soft_max=10.0, default= 1.0),
-
- IntProperty( attr="pov_radio_count",
- name="Ray Count",
- description="number of rays that are sent out whenever a new radiosity value has to be calculated.",
- min=1, max=1600, default= 35),
-
- FloatProperty( attr="pov_radio_error_bound",
- name="Error Bound",
- description="one of the two main speed/quality tuning values, lower values are more accurate.",
- min=0.0, max=1000.0, soft_min=0.1, soft_max=10.0, default= 1.8),
-
- FloatProperty( attr="pov_radio_gray_threshold",
- name="Gray Threshold",
- description="one of the two main speed/quality tuning values, lower values are more accurate.",
- min=0.0, max=1.0, soft_min=0, soft_max=1, default= 0.0),
-
- FloatProperty( attr="pov_radio_low_error_factor",
- name="Low Error Factor",
- description="If you calculate just enough samples, but no more, you will get an image which has slightly blotchy lighting.",
- min=0.0, max=1.0, soft_min=0.0, soft_max=1.0, default= 0.5),
-
- # max_sample - not available yet
- BoolProperty( attr="pov_radio_media",
- name="Media",
- description="Radiosity estimation can be affected by media.",
- default= False),
-
- FloatProperty( attr="pov_radio_minimum_reuse",
- name="Minimum Reuse",
- description="Fraction of the screen width which sets the minimum radius of reuse for each sample point (At values higher than 2% expect errors).",
- min=0.0, max=1.0, soft_min=0.1, soft_max=0.1, default= 0.015),
-
- IntProperty( attr="pov_radio_nearest_count",
- name="Nearest Count",
- description="Number of old ambient values blended together to create a new interpolated value.",
- min=1, max=20, default= 5),
-
- BoolProperty( attr="pov_radio_normal",
- name="Normals",
- description="Radiosity estimation can be affected by normals.",
- default= False),
-
- IntProperty( attr="pov_radio_recursion_limit",
- name="Recursion Limit",
- description="how many recursion levels are used to calculate the diffuse inter-reflection.",
- min=1, max=20, default= 3),
- ]
-
def draw_header(self, context):
layout = self.layout
scene = context.scene
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