[Bf-extensions-cvs] [9d7cb8d] master: Separated writeMaterial() function to its own python file
Maurice Raybaud
noreply at git.blender.org
Tue Dec 29 16:54:57 CET 2015
Commit: 9d7cb8d53798944f56b044fc12efa94a229406e0
Author: Maurice Raybaud
Date: Tue Dec 29 16:54:44 2015 +0100
Branches: master
https://developer.blender.org/rBA9d7cb8d53798944f56b044fc12efa94a229406e0
Separated writeMaterial() function to its own python file
===================================================================
M render_povray/__init__.py
M render_povray/render.py
A render_povray/shading.py
===================================================================
diff --git a/render_povray/__init__.py b/render_povray/__init__.py
index 8723af1..f3f217c 100644
--- a/render_povray/__init__.py
+++ b/render_povray/__init__.py
@@ -36,7 +36,6 @@ if "bpy" in locals():
import importlib
importlib.reload(ui)
importlib.reload(render)
- importlib.reload(primitives)
importlib.reload(update_files)
else:
@@ -60,7 +59,6 @@ else:
from . import (
ui,
render,
- primitives,
update_files,
)
@@ -1479,14 +1477,6 @@ def register():
bpy.types.Material.pov = PointerProperty(type=RenderPovSettingsMaterial)
bpy.types.Texture.pov = PointerProperty(type=RenderPovSettingsTexture)
bpy.types.Object.pov = PointerProperty(type=RenderPovSettingsObject)
- #bpy.types.Object.povsuperellipsoid = CollectionProperty(type=RenderPovSettingsSuperellipsoid_add)
- #bpy.types.Object.povsupertorus = CollectionProperty(type=RenderPovSettingsSupertorus_add)
- #bpy.types.Object.povloft = CollectionProperty(type=RenderPovSettingsLoft_add)
- #bpy.types.Object.povrainbow = CollectionProperty(type=RenderPovSettingsRainbow_add)
- #bpy.types.Object.povheightfield = CollectionProperty(type=RenderPovSettingsHeightField_add)
- #bpy.types.Object.povtorus = CollectionProperty(type=RenderPovSettingsTorus_add)
- #bpy.types.Object.povprism = CollectionProperty(type=RenderPovSettingsPrism_add)
- #bpy.types.Object.povpolygontocircle = CollectionProperty(type=RenderPovSettingsPolygonToCircle_add)
bpy.types.Camera.pov = PointerProperty(type=RenderPovSettingsCamera)
bpy.types.Text.pov = PointerProperty(type=RenderPovSettingsText)
@@ -1498,14 +1488,6 @@ def unregister():
del bpy.types.Material.pov
del bpy.types.Texture.pov
del bpy.types.Object.pov
- #del bpy.types.Object.povsuperellipsoid
- #del bpy.types.Object.povsupertorus
- #del bpy.types.Object.povloft
- #del bpy.types.Object.povrainbow
- #del bpy.types.Object.povheightfield
- #del bpy.types.Object.povtorus
- #del bpy.types.Object.povprism
- #del bpy.types.Object.povpolygontocircle
del bpy.types.Camera.pov
del bpy.types.Text.pov
diff --git a/render_povray/render.py b/render_povray/render.py
index bb4bda6..acc27a0 100644
--- a/render_povray/render.py
+++ b/render_povray/render.py
@@ -32,6 +32,8 @@ from bpy.types import(Operator)
from . import df3 # for smoke rendering
+from . import shading # for BI POV haders emulation
+from . import primitives # for import and export of POV specific primitives
##############################SF###########################
##############find image texture
def imageFormat(imgF):
@@ -943,236 +945,7 @@ def write_pov(filename, scene=None, info_callback=None):
materialNames = {}
DEF_MAT_NAME = "" #or "Default"?
-
- def writeMaterial(material):
- # Assumes only called once on each material
- if material:
- name_orig = material.name
- name = materialNames[name_orig] = uniqueName(bpy.path.clean_name(name_orig), materialNames)
- else:
- name = name_orig = DEF_MAT_NAME
-
-
- 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)
-
- ##################
- # Several versions of the finish: Level conditions are variations for specular/Mirror
- # texture channel map with alternative finish of 0 specular and no mirror reflection.
- # Level=1 Means No specular nor Mirror reflection
- # Level=2 Means translation of spec and mir levels for when no map influences them
- # Level=3 Means Maximum Spec and Mirror
-
- def povHasnoSpecularMaps(Level):
- if Level == 1:
- tabWrite("#declare %s = finish {" % safety(name, Level=1))
- if comments:
- file.write(" //No specular nor Mirror reflection\n")
- else:
- tabWrite("\n")
- elif Level == 2:
- tabWrite("#declare %s = finish {" % safety(name, Level=2))
- if comments:
- file.write(" //translation of spec and mir levels for when no map " \
- "influences them\n")
- else:
- tabWrite("\n")
- elif Level == 3:
- tabWrite("#declare %s = finish {" % safety(name, Level=3))
- if comments:
- file.write(" //Maximum Spec and Mirror\n")
- else:
- tabWrite("\n")
-
- if material:
- # 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
-
- if material.pov.conserve_energy:
-
- #Total should not go above one
- if (frontDiffuse + backDiffuse) <= 1.0:
- pass
- elif frontDiffuse == backDiffuse:
- # Try to respect the user's 'intention' by comparing the two values but
- # bringing the total back to one.
- frontDiffuse = backDiffuse = 0.5
- # Let the highest value stay the highest value.
- elif frontDiffuse > backDiffuse:
- # clamps the sum below 1
- backDiffuse = min(backDiffuse, (1.0 - frontDiffuse))
- else:
- frontDiffuse = min(frontDiffuse, (1.0 - backDiffuse))
-
- # map hardness between 0.0 and 1.0
- roughness = ((1.0 - ((material.specular_hardness - 1.0) / 510.0)))
- ## scale from 0.0 to 0.1
- roughness *= 0.1
- # add a small value because 0.0 is invalid.
- roughness += (1.0 / 511.0)
-
- ################################Diffuse Shader######################################
- # Not used for Full spec (Level=3) of the shader.
- if material.diffuse_shader == 'OREN_NAYAR' and Level != 3:
- # Blender roughness is what is generally called oren nayar Sigma,
- # and brilliance in POV-Ray.
- tabWrite("brilliance %.3g\n" % (0.9 + material.roughness))
-
- if material.diffuse_shader == 'TOON' and Level != 3:
- tabWrite("brilliance %.3g\n" % (0.01 + material.diffuse_toon_smooth * 0.25))
- # Lower diffuse and increase specular for toon effect seems to look better
- # in POV-Ray.
- frontDiffuse *= 0.5
-
- if material.diffuse_shader == 'MINNAERT' and Level != 3:
- #tabWrite("aoi %.3g\n" % material.darkness)
- pass # let's keep things simple for now
- if material.diffuse_shader == 'FRESNEL' and Level != 3:
- #tabWrite("aoi %.3g\n" % material.diffuse_fresnel_factor)
- pass # let's keep things simple for now
- if material.diffuse_shader == 'LAMBERT' and Level != 3:
- # trying to best match lambert attenuation by that constant brilliance value
- tabWrite("brilliance 1.8\n")
-
- if Level == 2:
- ###########################Specular Shader######################################
- # No difference between phong and cook torrence in blender HaHa!
- if (material.specular_shader == 'COOKTORR' or
- material.specular_shader == 'PHONG'):
- tabWrite("phong %.3g\n" % (material.specular_intensity))
- tabWrite("phong_size %.3g\n" % (material.specular_hardness / 2 + 0.25))
-
- # POV-Ray 'specular' keyword corresponds to a Blinn model, without the ior.
- elif material.specular_shader == 'BLINN':
- # Use blender Blinn's IOR just as some factor for spec intensity
- tabWrite("specular %.3g\n" % (material.specular_intensity *
- (material.specular_ior / 4.0)))
- tabWrite("roughness %.3g\n" % roughness)
- #Could use brilliance 2(or varying around 2 depending on ior or factor) too.
-
- elif material.specular_shader == 'TOON':
- tabWrite("phong %.3g\n" % (material.specular_intensity * 2.0))
- # use extreme phong_size
- tabWrite("phong_size %.3g\n" % (0.1 + material.specular_toon_smooth / 2.0))
-
- elif material.specular_shader == 'WARDISO':
- # find best suited default constant for brilliance Use both phong and
- # specular for some values.
- tabWrite("specular %.3g\n" % (material.specular_intensity /
- (material.specular_slope + 0.0005)))
- # find best suited default constant for brilliance Use both phong and
- # specular for some values.
- tabWrite("roughness %.4g\n" % (0.0005 + material.specular_slope / 10.0))
- # find best suited default constant for brilliance Use both phong and
- # specular for some values.
- tabWrite("brilliance %.4g\n" % (1.8 - material.specular_slope * 1.8))
-
- ####################################################################################
- elif Level == 1:
- tabWrite("specular 0\n")
- elif Level == 3:
- tabWrite("specular 1\n")
- tabWrite("diffuse %.3g %.3g\n" % (frontDiffuse, backDiffuse))
-
- tabWrite("ambie
@@ Diff output truncated at 10240 characters. @@
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