[Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [1415] trunk/py/scripts/addons/ render_povray: Unified the spelling of POV-Ray (official spelling)
Constantin Rahn
conz at vrchannel.de
Sun Jan 16 18:35:41 CET 2011
Revision: 1415
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-extensions&revision=1415
Author: conz
Date: 2011-01-16 17:35:41 +0000 (Sun, 16 Jan 2011)
Log Message:
-----------
Unified the spelling of POV-Ray (official spelling)
Modified Paths:
--------------
trunk/py/scripts/addons/render_povray/__init__.py
trunk/py/scripts/addons/render_povray/render.py
trunk/py/scripts/addons/render_povray/ui.py
Modified: trunk/py/scripts/addons/render_povray/__init__.py
===================================================================
--- trunk/py/scripts/addons/render_povray/__init__.py 2011-01-16 09:07:17 UTC (rev 1414)
+++ trunk/py/scripts/addons/render_povray/__init__.py 2011-01-16 17:35:41 UTC (rev 1415)
@@ -17,14 +17,14 @@
# ##### END GPL LICENSE BLOCK #####
bl_info = {
- "name": "PovRay 3.7",
+ "name": "POV-Ray 3.7",
"author": "Campbell Barton, Silvio Falcinelli, Maurice Raybaud, Constantin Rahn",
"version": (0, 0, 6),
"blender": (2, 5, 6),
"api": 34318,
"location": "Info Header (engine dropdown)",
- "description": "Basic povray 3.7 integration for blender",
- "warning": "both povray 3.7 and this script are beta",
+ "description": "Basic POV-Ray 3.7 integration for blender",
+ "warning": "both POV-Ray 3.7 and this script are beta",
"wiki_url": "http://wiki.blender.org/index.php/Extensions:2.5/Py/"\
"Scripts/Render/PovRay",
"tracker_url": "https://projects.blender.org/tracker/index.php?"\
@@ -49,7 +49,7 @@
# Not a real pov option, just to know if we should write
Scene.pov_radio_enable = BoolProperty(
name="Enable Radiosity",
- description="Enable povrays radiosity calculation",
+ description="Enable POV-Rays radiosity calculation",
default=False)
Scene.pov_radio_display_advanced = BoolProperty(
name="Advanced Options",
@@ -57,7 +57,7 @@
default=False)
Scene.pov_media_enable = BoolProperty(
name="Enable Media",
- description="Enable povrays atmospheric media",
+ description="Enable POV-Rays atmospheric media",
default=False)
Scene.pov_media_samples = IntProperty(
name="Samples", description="Number of samples taken from camera to first object encountered along ray path for media calculation",
@@ -67,7 +67,7 @@
min=0.00, max=1.00, soft_min=0.01, soft_max=1.00, default=0.01)
Scene.pov_baking_enable = BoolProperty(
name="Enable Baking",
- description="Enable povrays texture baking",
+ description="Enable POV-Rays texture baking",
default=False)
Scene.pov_indentation_character = EnumProperty(
name="Indentation",
Modified: trunk/py/scripts/addons/render_povray/render.py
===================================================================
--- trunk/py/scripts/addons/render_povray/render.py 2011-01-16 09:07:17 UTC (rev 1414)
+++ trunk/py/scripts/addons/render_povray/render.py 2011-01-16 17:35:41 UTC (rev 1415)
@@ -63,8 +63,8 @@
if ts.mapping=='FLAT':image_map= ' map_type 0 '
if ts.mapping=='SPHERE':image_map= ' map_type 1 '# map_type 7 in megapov
if ts.mapping=='TUBE':image_map= ' map_type 2 '
- #if ts.mapping=='?':image_map= ' map_type 3 '# map_type 3 and 4 in development (?) for Povray, currently they just seem to default back to Flat (type 0)
- #if ts.mapping=='?':image_map= ' map_type 4 '# map_type 3 and 4 in development (?) for Povray, currently they just seem to default back to Flat (type 0)
+ #if ts.mapping=='?':image_map= ' map_type 3 '# map_type 3 and 4 in development (?) for POV-Ray, currently they just seem to default back to Flat (type 0)
+ #if ts.mapping=='?':image_map= ' map_type 4 '# map_type 3 and 4 in development (?) for POV-Ray, currently they just seem to default back to Flat (type 0)
if ts.texture.use_interpolation: image_map+= ' interpolate 2 '
if ts.texture.extension == 'CLIP': image_map+=' once '
#image_map+='}'
@@ -301,7 +301,7 @@
if material:
- #Povray 3.7 now uses two diffuse values respectively for front and back shading (the back diffuse is like blender translucency)
+ #POV-Ray 3.7 now uses two diffuse values respectively for front and back shading (the back diffuse is like blender translucency)
frontDiffuse=material.diffuse_intensity
backDiffuse=material.translucency
@@ -329,11 +329,11 @@
#####################################Diffuse Shader######################################
# Not used for Full spec (Level=3) of the shader
if material.diffuse_shader == 'OREN_NAYAR' and Level != 3:
- tabWrite('brilliance %.3g\n' % (0.9+material.roughness))#blender roughness is what is generally called oren nayar Sigma, and brilliance in povray
+ tabWrite('brilliance %.3g\n' % (0.9+material.roughness))#blender roughness is what is generally called oren nayar Sigma, and brilliance in POV-Ray
if material.diffuse_shader == 'TOON' and Level != 3:
tabWrite('brilliance %.3g\n' % (0.01+material.diffuse_toon_smooth*0.25))
- frontDiffuse*=0.5 #Lower diffuse and increase specular for toon effect seems to look better in povray
+ frontDiffuse*=0.5 #Lower diffuse and increase specular for toon effect seems to look better in POV-Ray
if material.diffuse_shader == 'MINNAERT' and Level != 3:
#tabWrite('aoi %.3g\n' % material.darkness)
@@ -350,7 +350,7 @@
tabWrite('phong %.3g\n' % (material.specular_intensity))
tabWrite('phong_size %.3g\n'% (material.specular_hardness / 2 + 0.25))
- if material.specular_shader == 'BLINN':#Povray 'specular' keyword corresponds to a Blinn model, without the ior.
+ if material.specular_shader == 'BLINN':#POV-Ray 'specular' keyword corresponds to a Blinn model, without the ior.
tabWrite('specular %.3g\n' % (material.specular_intensity * (material.specular_ior/4))) #Use blender Blinn's IOR just as some factor for spec intensity
tabWrite('roughness %.3g\n' % roughness)
#Could use brilliance 2(or varying around 2 depending on ior or factor) too.
@@ -377,10 +377,10 @@
tabWrite('ambient %.3g\n' % material.ambient)
- #tabWrite('ambient rgb <%.3g, %.3g, %.3g>\n' % tuple([c*material.ambient for c in world.ambient_color])) # povray blends the global value
- tabWrite('emission %.3g\n' % material.emit) #New in povray 3.7
+ #tabWrite('ambient rgb <%.3g, %.3g, %.3g>\n' % tuple([c*material.ambient for c in world.ambient_color])) # POV-Ray blends the global value
+ tabWrite('emission %.3g\n' % material.emit) #New in POV-Ray 3.7
- #tabWrite('roughness %.3g\n' % roughness) #povray just ignores roughness if there's no specular keyword
+ #tabWrite('roughness %.3g\n' % roughness) #POV-Ray just ignores roughness if there's no specular keyword
if material.pov_conserve_energy:
tabWrite('conserve_energy\n')#added for more realistic shading. Needs some checking to see if it really works. --Maurice.
@@ -1283,7 +1283,7 @@
for material in bpy.data.materials:
if material.subsurface_scattering.use and once:
tabWrite('mm_per_unit %.6f\n' % (material.subsurface_scattering.scale * (-100) + 15))#In pov, the scale has reversed influence compared to blender. these number should correct that
- once=0 #In povray, the scale factor for all subsurface shaders needs to be the same
+ once=0 #In POV-Ray, the scale factor for all subsurface shaders needs to be the same
if world:
tabWrite('ambient_light rgb<%.3g, %.3g, %.3g>\n' % tuple(world.ambient_color))
@@ -1301,7 +1301,7 @@
sel = scene.objects
comments = scene.pov_comments_enable
- if comments: file.write('//---------------------------------------------\n//--Exported with Povray exporter for Blender--\n//---------------------------------------------\n')
+ if comments: file.write('//---------------------------------------------\n//--Exported with POV-Ray exporter for Blender--\n//---------------------------------------------\n')
if comments: file.write('\n//--Global settings and background--\n\n')
exportGlobalSettings(scene)
@@ -1375,12 +1375,12 @@
file.write('Display=1\n')#Activated (turn this back off when better live exchange is done between the two programs (see next comment)
file.write('Pause_When_Done=0\n')
- file.write('Output_File_Type=N\n') # PNG, with POV 3.7, can show background color with alpha. In the long run using the Povray interactive preview like bishop 3D could solve the preview for all formats.
+ file.write('Output_File_Type=N\n') # PNG, with POV-Ray 3.7, can show background color with alpha. In the long run using the POV-Ray interactive preview like bishop 3D could solve the preview for all formats.
#file.write('Output_File_Type=T\n') # TGA, best progressive loading
file.write('Output_Alpha=1\n')
if render.use_antialiasing:
- aa_mapping = {'5': 2, '8': 3, '11': 4, '16': 5} # method 2 (recursive) with higher max subdiv forced because no mipmapping in povray needs higher sampling.
+ aa_mapping = {'5': 2, '8': 3, '11': 4, '16': 5} # method 2 (recursive) with higher max subdiv forced because no mipmapping in POV-Ray needs higher sampling.
file.write('Antialias=on\n')
file.write('Sampling_Method=2\n')
file.write('Antialias_Depth=%d\n' % aa_mapping[render.antialiasing_samples])
@@ -1397,7 +1397,7 @@
class PovrayRender(bpy.types.RenderEngine):
bl_idname = 'POVRAY_RENDER'
- bl_label = 'Povray 3.7'
+ bl_label = 'POV-Ray 3.7'
DELAY = 0.05
def _export(self, scene):
@@ -1405,18 +1405,18 @@
# mktemp is Deprecated since version 2.3, replaced with NamedTemporaryFile() #CR
self._temp_file_in = tempfile.NamedTemporaryFile(suffix='.pov', delete=False)
- self._temp_file_out = tempfile.NamedTemporaryFile(suffix='.png', delete=False)#PNG with POV 3.7, can show the background color with alpha. In the long run using the Povray interactive preview like bishop 3D could solve the preview for all formats.
@@ Diff output truncated at 10240 characters. @@
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