[Bf-extensions-cvs] [063caacf] master: pre 2.8 API changes Pass 6
Maurice Raybaud
noreply at git.blender.org
Wed May 8 21:30:14 CEST 2019
Commit: 063caacf6e5d069cd7dc77db23ecf5e9c6d50522
Author: Maurice Raybaud
Date: Wed May 8 21:30:06 2019 +0200
Branches: master
https://developer.blender.org/rBA063caacf6e5d069cd7dc77db23ecf5e9c6d50522
pre 2.8 API changes Pass 6
===================================================================
M render_povray/__init__.py
M render_povray/render.py
M render_povray/shading.py
M render_povray/ui.py
===================================================================
diff --git a/render_povray/__init__.py b/render_povray/__init__.py
index b7ceb5ef..d3b95b34 100644
--- a/render_povray/__init__.py
+++ b/render_povray/__init__.py
@@ -68,8 +68,6 @@ else:
def string_strip_hyphen(name):
return name.replace("-", "")
-
-
###############################################################################
# Scene POV properties.
###############################################################################
@@ -296,6 +294,18 @@ class RenderPovSettingsScene(PropertyGroup):
"comparison",
min=0.0, max=5.0, soft_min=0.01, soft_max=2.5, default=2.5)
+ alpha_mode: EnumProperty(
+ name="Alpha",
+ description="Representation of alpha information in the RGBA pixels",
+ items=(("SKY", "Sky", "Transparent pixels are filled with sky color"),
+ ("TRANSPARENT", "Transparent", "Transparent, World background is transparent with premultiplied alpha")),
+ default="SKY")
+
+ use_shadows: BoolProperty(
+ name="Shadows",
+ description="Calculate shadows while rendering",
+ default=True)
+
max_trace_level: IntProperty(
name="Max Trace Level",
description="Number of reflections/refractions allowed on ray "
@@ -705,10 +715,10 @@ class RenderPovSettingsMaterial(PropertyGroup):
description="How intense (bright) the specular reflection is",
min=0.0, max=1.0, soft_min=0.0, soft_max=1.0, default=0.5, precision=3)
- # specular_ior: FloatProperty(
- # name="IOR",
- # description="Specular index of refraction",
- # min=-10.0, max=10.0, soft_min=0.0, soft_max=10.0, default=1.0, precision=3)
+ specular_ior: FloatProperty(
+ name="IOR",
+ description="Specular index of refraction",
+ min=-10.0, max=10.0, soft_min=0.0, soft_max=10.0, default=1.0, precision=3)
# ior: FloatProperty(
# name="IOR",
@@ -3559,7 +3569,16 @@ class RenderPovSettingsCamera(PropertyGroup):
description="Type the declared name in custom POV code or an external .inc "
"it points at. camera {} expected",
default="")
-
+###############################################################################
+# Light POV properties.
+###############################################################################
+class RenderPovSettingsLight(PropertyGroup):
+ shadow_method: EnumProperty(
+ name="Shadow",
+ description="",
+ items=(("NOSHADOW", "No Shadow", "No Shadow"),
+ ("RAY_SHADOW", "Ray Shadow", "Ray Shadow, Use ray tracing for shadow")),
+ default="RAY_SHADOW")
###############################################################################
# World POV properties.
###############################################################################
@@ -3714,6 +3733,7 @@ class PovrayPreferences(AddonPreferences):
classes = (
PovrayPreferences,
RenderPovSettingsCamera,
+ RenderPovSettingsLight,
RenderPovSettingsWorld,
WorldTextureSlot,
RenderPovSettingsMaterial,
@@ -3761,6 +3781,7 @@ def register():
bpy.types.Texture.pov = PointerProperty(type=RenderPovSettingsTexture)
bpy.types.Object.pov = PointerProperty(type=RenderPovSettingsObject)
bpy.types.Camera.pov = PointerProperty(type=RenderPovSettingsCamera)
+ bpy.types.Light.pov = PointerProperty(type=RenderPovSettingsLight)
bpy.types.World.pov = PointerProperty(type=RenderPovSettingsWorld)
bpy.types.World.texture_slots = CollectionProperty(type = WorldTextureSlot)
bpy.types.Text.pov = PointerProperty(type=RenderPovSettingsText)
@@ -3776,6 +3797,7 @@ def unregister():
del bpy.types.Texture.pov
del bpy.types.Object.pov
del bpy.types.Camera.pov
+ del bpy.types.Light.pov
del bpy.types.World.pov
del bpy.types.Text.pov
nodeitems_utils.unregister_node_categories("POVRAYNODES")
diff --git a/render_povray/render.py b/render_povray/render.py
index 033013b8..fb80f2a2 100644
--- a/render_povray/render.py
+++ b/render_povray/render.py
@@ -654,8 +654,8 @@ def write_pov(filename, scene=None, info_callback=None):
tabWrite("jitter\n")
# No shadow checked either at global or light level:
- if(not scene.render.use_shadows or
- (lamp.shadow_method == 'NOSHADOW')):
+ if(not scene.pov.use_shadows or
+ (lamp.pov.shadow_method == 'NOSHADOW')):
tabWrite("shadowless\n")
# Sun shouldn't be attenuated. Area lights have no falloff attribute so they
@@ -3278,7 +3278,7 @@ def write_pov(filename, scene=None, info_callback=None):
tabWrite("}\n")
def exportWorld(world):
- render = scene.render
+ render = scene.pov
camera = scene.camera
matrix = global_matrix @ camera.matrix_world
if not world:
diff --git a/render_povray/shading.py b/render_povray/shading.py
index 03a63a9d..65fcaab1 100644
--- a/render_povray/shading.py
+++ b/render_povray/shading.py
@@ -12,7 +12,7 @@ def writeMaterial(using_uberpov, DEF_MAT_NAME, scene, tabWrite, safety, comments
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) and (material.diffuse_shader != 'MINNAERT'))
+ colored_specular_found = ((material.pov.specular_color.s > 0.0) and (material.pov.diffuse_shader != 'MINNAERT'))
##################
# Several versions of the finish: Level conditions are variations for specular/Mirror
@@ -46,8 +46,8 @@ def writeMaterial(using_uberpov, DEF_MAT_NAME, scene, tabWrite, safety, comments
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
+ frontDiffuse = material.pov.diffuse_intensity
+ backDiffuse = material.pov.translucency
if material.pov.conserve_energy:
@@ -66,7 +66,7 @@ def writeMaterial(using_uberpov, DEF_MAT_NAME, scene, tabWrite, safety, comments
frontDiffuse = min(frontDiffuse, (1.0 - backDiffuse))
# map hardness between 0.0 and 1.0
- roughness = ((1.0 - ((material.specular_hardness - 1.0) / 510.0)))
+ roughness = ((1.0 - ((material.pov.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.
@@ -74,101 +74,101 @@ def writeMaterial(using_uberpov, DEF_MAT_NAME, scene, tabWrite, safety, comments
################################Diffuse Shader######################################
# Not used for Full spec (Level=3) of the shader.
- if material.diffuse_shader == 'OREN_NAYAR' and Level != 3:
+ if material.pov.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:
+ if material.pov.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:
+ if material.pov.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:
+ if material.pov.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:
+ if material.pov.diffuse_shader == 'LAMBERT' and Level != 3:
# trying to best match lambert attenuation by that constant brilliance value
tabWrite("brilliance 1\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 /3.14))
+ if (material.pov.specular_shader == 'COOKTORR' or
+ material.pov.specular_shader == 'PHONG'):
+ tabWrite("phong %.3g\n" % (material.pov.specular_intensity))
+ tabWrite("phong_size %.3g\n" % (material.pov.specular_hardness /3.14))
# POV-Ray 'specular' keyword corresponds to a Blinn model, without the ior.
- elif material.specular_shader == 'BLINN':
+ elif material.pov.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("specular %.3g\n" % (material.pov.specular_intensity *
+ (material.pov.specular_ior / 4.0)))
tabWrite("roughness %.3g\n" % roughness)
#Could use brilliance 2(or
@@ Diff output truncated at 10240 characters. @@
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