[Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [4792] trunk/py/scripts/addons/ render_povray/render.py: Added a patch by Markku Myllymaki, for animated textures using numbered images.
Maurice Raybaud
mauriceraybaud at hotmail.fr
Thu Oct 10 18:52:46 CEST 2013
Revision: 4792
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-extensions&revision=4792
Author: mauriceraybaud
Date: 2013-10-10 16:52:46 +0000 (Thu, 10 Oct 2013)
Log Message:
-----------
Added a patch by Markku Myllymaki, for animated textures using numbered images.
Modified Paths:
--------------
trunk/py/scripts/addons/render_povray/render.py
Modified: trunk/py/scripts/addons/render_povray/render.py
===================================================================
--- trunk/py/scripts/addons/render_povray/render.py 2013-10-10 13:35:35 UTC (rev 4791)
+++ trunk/py/scripts/addons/render_povray/render.py 2013-10-10 16:52:46 UTC (rev 4792)
@@ -314,6 +314,7 @@
comments = scene.pov.comments_enable
if material:
+ # If saturation(.s) is not zero, then color is not grey, and has a tint
colored_specular_found = (material.specular_color.s > 0.0)
##################
@@ -1211,6 +1212,14 @@
for t in mater.texture_slots:
if t and t.texture.type == 'IMAGE' and t.use and t.texture.image:
image_filename = path_image(t.texture.image)
+ # IMAGE SEQUENCE BEGINS
+ if image_filename:
+ if bpy.data.images[t.texture.image.name].source == 'SEQUENCE':
+ korvaa = "." + str(bpy.data.textures[t.texture.name].image_user.frame_offset + 1).zfill(3) + "."
+ image_filename = image_filename.replace(".001.", korvaa)
+ print(" seq debug ")
+ print(image_filename)
+ # IMAGE SEQUENCE ENDS
imgGamma = ""
if image_filename:
if t.use_map_color_diffuse:
@@ -1549,10 +1558,10 @@
# Close first layer of POV "texture" (Blender material)
tabWrite("}\n")
- if (mater.specular_color.r == mater.specular_color.g) and (mater.specular_color.r == mater.specular_color.b):
+ if (mater.specular_color.s > 0.0):
+ colored_specular_found = True
+ else:
colored_specular_found = False
- else:
- colored_specular_found = True
# Write another layered texture using invisible diffuse and metallic trick
# to emulate colored specular highlights
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