[Bf-extensions-cvs] [59ea4fc] master: fixed: *transmit value removed from ambient light to avoid parse warning How do we generate a transparent background now ?

Maurice Raybaud noreply at git.blender.org
Fri Apr 29 18:12:03 CEST 2016


Commit: 59ea4fc9f11f47922aaec7f48ea0f2633ad4dc80
Author: Maurice Raybaud
Date:   Fri Apr 29 18:11:48 2016 +0200
Branches: master
https://developer.blender.org/rBA59ea4fc9f11f47922aaec7f48ea0f2633ad4dc80

fixed:
*transmit value removed from ambient light to avoid parse warning
How do we generate a transparent background now ?

*name 'using_uberpov' was not defined in shading.py

added:
*moved exportPattern(texture) from render.py to shading.py
*moved texture influences from render.py to a function in shading.py

===================================================================

M	render_povray/render.py
M	render_povray/shading.py

===================================================================

diff --git a/render_povray/render.py b/render_povray/render.py
index acc27a0..822e1be 100644
--- a/render_povray/render.py
+++ b/render_povray/render.py
@@ -52,8 +52,8 @@ def imageFormat(imgF):
         'HDR': "hdr",
     }.get(os.path.splitext(imgF)[-1].upper(), "")
 
-    if not ext:
-        print(" WARNING: texture image format not supported ")
+    #if not ext:
+        #print(" WARNING: texture image has no extension") #too verbose 
 
     return ext
 
@@ -312,477 +312,7 @@ def write_object_modifiers(scene,ob,File):
         # if scene.pov.photon_enable == False:
             # File.write("caustics %.4g\n"%ob.pov.fake_caustics_power)
     
-def exportPattern(texture):
-    tex=texture
-    pat = tex.pov
-    PATname = "PAT_%s"%string_strip_hyphen(bpy.path.clean_name(tex.name))
-    mappingDif = ("translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>" % \
-          (pat.tex_mov_x, pat.tex_mov_y, pat.tex_mov_z,
-           1.0 / pat.tex_scale_x, 1.0 / pat.tex_scale_y, 1.0 / pat.tex_scale_z))
-    texStrg=""
-    def exportColorRamp(texture):
-        tex=texture
-        pat = tex.pov      
-        colRampStrg="color_map {\n"
-        numColor=0
-        for el in tex.color_ramp.elements:
-            numColor+=1
-            pos = el.position
-            col=el.color
-            colR,colG,colB,colA = col[0],col[1],col[2],1-col[3]
-            if pat.tex_pattern_type not in {'checker', 'hexagon', 'square', 'triangular', 'brick'} :
-                colRampStrg+="[%.4g color rgbf<%.4g,%.4g,%.4g,%.4g>] \n"%(pos,colR,colG,colB,colA)
-            if pat.tex_pattern_type in {'brick','checker'} and numColor < 3:
-                colRampStrg+="color rgbf<%.4g,%.4g,%.4g,%.4g> \n"%(colR,colG,colB,colA)
-            if pat.tex_pattern_type == 'hexagon' and numColor < 4 :
-                colRampStrg+="color rgbf<%.4g,%.4g,%.4g,%.4g> \n"%(colR,colG,colB,colA)
-            if pat.tex_pattern_type == 'square' and numColor < 5 :
-                colRampStrg+="color rgbf<%.4g,%.4g,%.4g,%.4g> \n"%(colR,colG,colB,colA)
-            if pat.tex_pattern_type == 'triangular' and numColor < 7 :
-                colRampStrg+="color rgbf<%.4g,%.4g,%.4g,%.4g> \n"%(colR,colG,colB,colA)
-                      
-        colRampStrg+="} \n"
-        #end color map
-        return colRampStrg
-    #much work to be done here only defaults translated for now:
-    #pov noise_generator 3 means perlin noise
-    if pat.tex_pattern_type == 'emulator':
-        texStrg+="pigment {\n"
-        ####################### EMULATE BLENDER VORONOI TEXTURE ####################
-        if tex.type == 'VORONOI':  
-            texStrg+="crackle\n"
-            texStrg+="    offset %.4g\n"%tex.nabla
-            texStrg+="    form <%.4g,%.4g,%.4g>\n"%(tex.weight_1, tex.weight_2, tex.weight_3)
-            if tex.distance_metric == 'DISTANCE':
-                texStrg+="    metric 2.5\n"          
-            if tex.distance_metric == 'DISTANCE_SQUARED':
-                texStrg+="    metric 2.5\n"
-                texStrg+="    poly_wave 2\n"                
-            if tex.distance_metric == 'MINKOVSKY': 
-                texStrg+="    metric %s\n"%tex.minkovsky_exponent             
-            if tex.distance_metric == 'MINKOVSKY_FOUR': 
-                texStrg+="    metric 4\n"
-            if tex.distance_metric == 'MINKOVSKY_HALF': 
-                texStrg+="    metric 0.5\n"
-            if tex.distance_metric == 'CHEBYCHEV': 
-                texStrg+="    metric 10\n"
-            if tex.distance_metric == 'MANHATTAN': 
-                texStrg+="    metric 1\n"
-
-            if tex.color_mode == 'POSITION':
-                texStrg+="solid\n"
-            texStrg+="scale 0.25\n"
-            
-            if tex.use_color_ramp == True:
-                texStrg+=exportColorRamp(tex)
-            else:
-                texStrg+="color_map {\n"
-                texStrg+="[0 color rgbt<0,0,0,1>]\n"
-                texStrg+="[1 color rgbt<1,1,1,0>]\n" 
-                texStrg+="}\n"            
-        ####################### EMULATE BLENDER CLOUDS TEXTURE ####################
-        if tex.type == 'CLOUDS':  
-            if tex.noise_type == 'SOFT_NOISE':
-                texStrg+="wrinkles\n"
-                texStrg+="scale 0.25\n"
-            else:
-                texStrg+="granite\n"
-            if tex.use_color_ramp == True:
-                texStrg+=exportColorRamp(tex)
-            else:
-                texStrg+="color_map {\n"
-                texStrg+="[0 color rgbt<0,0,0,1>]\n"
-                texStrg+="[1 color rgbt<1,1,1,0>]\n" 
-                texStrg+="}\n"
-        ####################### EMULATE BLENDER WOOD TEXTURE ####################
-        if tex.type == 'WOOD':
-            if tex.wood_type == 'RINGS':
-                texStrg+="wood\n"
-                texStrg+="scale 0.25\n"
-            if tex.wood_type == 'RINGNOISE':
-                texStrg+="wood\n"
-                texStrg+="scale 0.25\n"
-                texStrg+="turbulence %.4g\n"%(tex.turbulence/100)
-            if tex.wood_type == 'BANDS':
-                texStrg+="marble\n"
-                texStrg+="scale 0.25\n"
-                texStrg+="rotate <45,-45,45>\n"
-            if tex.wood_type == 'BANDNOISE':
-                texStrg+="marble\n"
-                texStrg+="scale 0.25\n"
-                texStrg+="rotate <45,-45,45>\n"
-                texStrg+="turbulence %.4g\n"%(tex.turbulence/10)
-            
-            if tex.noise_basis_2 == 'SIN':
-                texStrg+="sine_wave\n"
-            if tex.noise_basis_2 == 'TRI':
-                texStrg+="triangle_wave\n"
-            if tex.noise_basis_2 == 'SAW':
-                texStrg+="ramp_wave\n"
-            if tex.use_color_ramp == True:
-                texStrg+=exportColorRamp(tex)
-            else:
-                texStrg+="color_map {\n"
-                texStrg+="[0 color rgbt<0,0,0,0>]\n"
-                texStrg+="[1 color rgbt<1,1,1,0>]\n" 
-                texStrg+="}\n"
-        ####################### EMULATE BLENDER STUCCI TEXTURE ####################
-        if tex.type == 'STUCCI':  
-            texStrg+="bozo\n"
-            texStrg+="scale 0.25\n"
-            if tex.noise_type == 'HARD_NOISE':
-                texStrg+="triangle_wave\n"
-                if tex.use_color_ramp == True:
-                    texStrg+=exportColorRamp(tex)
-                else:
-                    texStrg+="color_map {\n"
-                    texStrg+="[0 color rgbf<1,1,1,0>]\n"
-                    texStrg+="[1 color rgbt<0,0,0,1>]\n"
-                    texStrg+="}\n"
-            else:
-                if tex.use_color_ramp == True:
-                    texStrg+=exportColorRamp(tex)
-                else:
-                    texStrg+="color_map {\n"
-                    texStrg+="[0 color rgbf<0,0,0,1>]\n"
-                    texStrg+="[1 color rgbt<1,1,1,0>]\n"
-                    texStrg+="}\n"
-        ####################### EMULATE BLENDER MAGIC TEXTURE ####################
-        if tex.type == 'MAGIC':  
-            texStrg+="leopard\n"
-            if tex.use_color_ramp == True:
-                texStrg+=exportColorRamp(tex)
-            else:
-                texStrg+="color_map {\n"
-                texStrg+="[0 color rgbt<1,1,1,0.5>]\n"
-                texStrg+="[0.25 color rgbf<0,1,0,0.75>]\n"
-                texStrg+="[0.5 color rgbf<0,0,1,0.75>]\n"
-                texStrg+="[0.75 color rgbf<1,0,1,0.75>]\n"
-                texStrg+="[1 color rgbf<0,1,0,0.75>]\n"
-                texStrg+="}\n"
-            texStrg+="scale 0.1\n"            
-        ####################### EMULATE BLENDER MARBLE TEXTURE ####################
-        if tex.type == 'MARBLE':  
-            texStrg+="marble\n"
-            texStrg+="turbulence 0.5\n"
-            texStrg+="noise_generator 3\n"
-            texStrg+="scale 0.75\n"
-            texStrg+="rotate <45,-45,45>\n"
-            if tex.use_color_ramp == True:
-                texStrg+=exportColorRamp(tex)
-            else:
-                if tex.marble_type == 'SOFT':
-                    texStrg+="color_map {\n"
-                    texStrg+="[0 color rgbt<0,0,0,0>]\n"
-                    texStrg+="[0.05 color rgbt<0,0,0,0>]\n"
-                    texStrg+="[1 color rgbt<0.9,0.9,0.9,0>]\n"
-                    texStrg+="}\n"
-                elif tex.marble_type == 'SHARP':
-                    texStrg+="color_map {\n"
-                    texStrg+="[0 color rgbt<0,0,0,0>]\n"
-                    texStrg+="[0.025 color rgbt<0,0,0,0>]\n"
-                    texStrg+="[1 color rgbt<0.9,0.9,0.9,0>]\n"
-                    texStrg+="}\n"
-                else:
-                    texStrg+="[0 color rgbt<0,0,0,0>]\n"
-                    texStrg+="[1 color rgbt<1,1,1,0>]\n"            
-                    texStrg+="}\n"
-            if tex.noise_basis_2 == 'SIN':
-                texStrg+="sine_wave\n"
-            if tex.noise_basis_2 == 'TRI':
-                texStrg+="triangle_wave\n"
-            if tex.noise_basis_2 == 'SAW':
-                texStrg+="ramp_wave\n"
-        ####################### EMULATE BLENDER BLEND TEXTURE ####################
-        if tex.type == 'BLEND':
-            if tex.progression=='RADIAL':
-                texStrg+="radial\n"
-                if tex.use_flip_axis=='HORIZONTAL':
-                    texStrg+="rotate x*90\n"
-                else:
-                    texStrg+="rotate <-90,0,90>\n"
-                texStrg+="ramp_wave\n"
-            elif tex.progression=='SPHERICAL':
-                texStrg+="spherical\n"
-                texStrg+="scale 3\n"
-                texStrg+="poly_wave 1\n"
-            elif tex.progression=='QUADRATIC_SPHERE':
-                texStrg+="spherical\n"
-                texStrg+="scale 3\n"
-                texStrg+="    poly_wave 2\n"
-            elif tex.progression=='DIAGONAL':
-                texStrg+="gradient <1,1,0>\n"
-                texStrg+="scale 3\n"
-            elif tex.use_flip_axis=='HORIZONTAL':        
-                texStrg+="gradient x\n"
-                texStrg+="scale 2.01\n"
-            elif tex.use_flip_axis=='VERTICAL':
-      

@@ Diff output truncated at 10240 characters. @@



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