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# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
bl_info = {
"name": "POV-Ray 3.7",
"author": "Campbell Barton, Silvio Falcinelli, Maurice Raybaud, Constantin Rahn, Bastien Montagne",
"version": (0, 0, 9),
"blender": (2, 5, 7),
"location": "Render > Engine > POV-Ray 3.7",
"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:2.6/Py/"\
"Scripts/Render/POV-Ray",
"tracker_url": "https://projects.blender.org/tracker/index.php?"\
"func=detail&aid=23145",
"category": "Render"}
if "bpy" in locals():
import imp
imp.reload(ui)
imp.reload(render)
imp.reload(update_files)
else:
import bpy
from bpy.props import StringProperty, BoolProperty, IntProperty, FloatProperty, \
FloatVectorProperty, EnumProperty, PointerProperty
from . import ui
from . import render
from . import update_files
###############################################################################
# Scene POV properties.
###############################################################################
class RenderPovSettingsScene(bpy.types.PropertyGroup):
# File Options
tempfiles_enable = BoolProperty(
name="Enable Tempfiles",
description="Enable the OS-Tempfiles. Otherwise set the path where to save the files",
default=True)
deletefiles_enable = BoolProperty(
name="Delete files",
description="Delete files after rendering. Doesn't work with the image",
default=True)
scene_name = StringProperty(
name="Scene Name",
description="Name of POV-Ray scene to create. Empty name will use the name of " \
"the blend file",
default="", maxlen=1024)
scene_path = StringProperty(
name="Export scene path",
# description="Path to directory where the exported scene (POV and INI) is created", # Bug in POV-Ray RC3
description="Path to directory where the files are created",
default="", maxlen=1024, subtype="DIR_PATH")
renderimage_path = StringProperty(
name="Rendered image path",
description="Full path to directory where the rendered image is saved",
default="", maxlen=1024, subtype="DIR_PATH")
list_lf_enable = BoolProperty(
name="LF in lists",
description="Enable line breaks in lists (vectors and indices). Disabled: " \
"lists are exported in one line",
default=True)
# Not a real pov option, just to know if we should write
radio_enable = BoolProperty(
name="Enable Radiosity",
description="Enable POV-Rays radiosity calculation",
default=False)
radio_display_advanced = BoolProperty(
name="Advanced Options",
description="Show advanced options",
default=False)
media_enable = BoolProperty(
name="Enable Media",
description="Enable POV-Rays atmospheric media",
default=False)
media_samples = IntProperty(
name="Samples",
description="Number of samples taken from camera to first object " \
"encountered along ray path for media calculation",
min=1, max=100, default=35)
media_color = FloatVectorProperty(
name="Media Color", description="The atmospheric media color",
precision=4, step=0.01, min=0, soft_max=1,
default=(0.001, 0.001, 0.001), options={'ANIMATABLE'}, subtype='COLOR')
baking_enable = BoolProperty(
name="Enable Baking",
description="Enable POV-Rays texture baking",
default=False)
indentation_character = EnumProperty(
name="Indentation",
description="Select the indentation type",
items=(("0", "None", "No indentation"),
("1", "Tabs", "Indentation with tabs"),
("2", "Spaces", "Indentation with spaces")),
default="2")
indentation_spaces = IntProperty(
name="Quantity of spaces",
description="The number of spaces for indentation",
min=1, max=10, default=4)
comments_enable = BoolProperty(
name="Enable Comments",
description="Add comments to pov file",
default=True)
# Real pov options
command_line_switches = StringProperty(
name="Command Line Switches",
description="Command line switches consist of a + (plus) or - (minus) sign, followed " \
"by one or more alphabetic characters and possibly a numeric value",
default="", maxlen=500)
antialias_enable = BoolProperty(
name="Anti-Alias", description="Enable Anti-Aliasing",
default=True)
antialias_method = EnumProperty(
name="Method",
description="AA-sampling method. Type 1 is an adaptive, non-recursive, super-sampling "\
"method. Type 2 is an adaptive and recursive super-sampling method",
items=(("0", "non-recursive AA", "Type 1 Sampling in POV-Ray"),
("1", "recursive AA", "Type 2 Sampling in POV-Ray")),
default="1")
antialias_depth = IntProperty(
name="Antialias Depth", description="Depth of pixel for sampling",
min=1, max=9, default=3)
antialias_threshold = FloatProperty(
name="Antialias Threshold", description="Tolerance for sub-pixels",
min=0.0, max=1.0, soft_min=0.05, soft_max=0.5, default=0.1)
jitter_enable = BoolProperty(
name="Jitter",
description="Enable Jittering. Adds noise into the sampling process (it should be " \
"avoided to use jitter in animation)",
default=True)
jitter_amount = FloatProperty(
name="Jitter Amount", description="Amount of jittering",
min=0.0, max=1.0, soft_min=0.01, soft_max=1.0, default=1.0)
antialias_gamma = FloatProperty(
name="Antialias Gamma",
description="POV-Ray compares gamma-adjusted values for super sampling. Antialias " \
"Gamma sets the Gamma before comparison",
min=0.0, max=5.0, soft_min=0.01, soft_max=2.5, default=2.5)
max_trace_level = IntProperty(
name="Max Trace Level",
description="Number of reflections/refractions allowed on ray path",
min=1, max=256, default=5)
photon_spacing = FloatProperty(
name="Spacing",
description="Average distance between photons on surfaces. half this get four times " \
"as many surface photons",
min=0.001, max=1.000, soft_min=0.001, soft_max=1.000, default=0.005, precision=3)
photon_max_trace_level = IntProperty(
name="Max Trace Level",
description="Number of reflections/refractions allowed on ray path",
min=1, max=256, default=5)
photon_adc_bailout = FloatProperty(
name="ADC Bailout",
description="The adc_bailout for photons. Use adc_bailout = " \
"0.01 / brightest_ambient_object for good results",
min=0.0, max=1000.0, soft_min=0.0, soft_max=1.0, default=0.1, precision=3)
photon_gather_min = IntProperty(
name="Gather Min", description="Minimum number of photons gathered for each point",
min=1, max=256, default=20)
photon_gather_max = IntProperty(
name="Gather Max", description="Maximum number of photons gathered for each point",
min=1, max=256, default=100)
radio_adc_bailout = FloatProperty(
name="ADC Bailout",
description="The adc_bailout for radiosity rays. Use " \
"adc_bailout = 0.01 / brightest_ambient_object for good results",
min=0.0, max=1000.0, soft_min=0.0, soft_max=1.0, default=0.01, precision=3)
radio_always_sample = BoolProperty(
name="Always Sample",
description="Only use the data from the pretrace step and not gather " \
"any new samples during the final radiosity pass",
default=True)
radio_brightness = FloatProperty(
name="Brightness",
description="Amount objects are brightened before being returned " \
"upwards to the rest of the system",
min=0.0, max=1000.0, soft_min=0.0, soft_max=10.0, default=1.0)
radio_count = IntProperty(
name="Ray Count",
description="Number of rays for each new radiosity value to be calculated " \
"(halton sequence over 1600)",
min=1, max=10000, soft_max=1600, default=35)
radio_error_bound = FloatProperty(
name="Error Bound",
description="One of the two main speed/quality tuning values, " \
"lower values are more accurate",
min=0.0, max=1000.0, soft_min=0.1, soft_max=10.0, default=1.8)
radio_gray_threshold = FloatProperty(
name="Gray Threshold",
description="One of the two main speed/quality tuning values, " \
"lower values are more accurate",
min=0.0, max=1.0, soft_min=0, soft_max=1, default=0.0)
radio_low_error_factor = FloatProperty(
name="Low Error Factor",
description="Just enough samples is slightly blotchy. Low error changes error " \
"tolerance for less critical last refining pass",
min=0.0, max=1.0, soft_min=0.0, soft_max=1.0, default=0.5)
# max_sample - not available yet
radio_media = BoolProperty(
name="Media", description="Radiosity estimation can be affected by media",
default=False)
radio_minimum_reuse = FloatProperty(
name="Minimum Reuse",
description="Fraction of the screen width which sets the minimum radius of reuse " \
"for each sample point (At values higher than 2% expect errors)",
min=0.0, max=1.0, soft_min=0.1, soft_max=0.1, default=0.015, precision=3)
radio_nearest_count = IntProperty(
name="Nearest Count",
description="Number of old ambient values blended together to " \
"create a new interpolated value",
min=1, max=20, default=5)
radio_normal = BoolProperty(
name="Normals", description="Radiosity estimation can be affected by normals",
default=False)
radio_recursion_limit = IntProperty(
name="Recursion Limit",
description="how many recursion levels are used to calculate " \
"the diffuse inter-reflection",
min=1, max=20, default=3)
radio_pretrace_start = FloatProperty(
name="Pretrace Start",
description="Fraction of the screen width which sets the size of the " \
"blocks in the mosaic preview first pass",
min=0.01, max=1.00, soft_min=0.02, soft_max=1.0, default=0.08)
radio_pretrace_end = FloatProperty(
name="Pretrace End",
description="Fraction of the screen width which sets the size of the blocks " \
"in the mosaic preview last pass",
min=0.001, max=1.00, soft_min=0.01, soft_max=1.00, default=0.04, precision=3)
###############################################################################
# Material POV properties.
###############################################################################
class RenderPovSettingsMaterial(bpy.types.PropertyGroup):
irid_enable = BoolProperty(
name="Enable Iridescence",
description="Newton's thin film interference (like an oil slick on a puddle of " \
"water or the rainbow hues of a soap bubble.)",
default=False)
mirror_use_IOR = BoolProperty(
name="Correct Reflection",
description="Use same IOR as raytrace transparency to calculate mirror reflections. " \
"More physically correct",
default=False)
mirror_metallic = BoolProperty(
name="Metallic Reflection",
description="mirror reflections get colored as diffuse (for metallic materials)",
default=False)
conserve_energy = BoolProperty(
name="Conserve Energy",
description="Light transmitted is more correctly reduced by mirror reflections, " \
"also the sum of diffuse and translucency gets reduced below one ",
default=True)
irid_amount = FloatProperty(
name="amount",
description="Contribution of the iridescence effect to the overall surface color. " \
"As a rule of thumb keep to around 0.25 (25% contribution) or less, " \
"but experiment. If the surface is coming out too white, try lowering " \
"the diffuse and possibly the ambient values of the surface",
min=0.0, max=1.0, soft_min=0.01, soft_max=1.0, default=0.25)
irid_thickness = FloatProperty(
name="thickness",
description="A very thin film will have a high frequency of color changes while a " \
"thick film will have large areas of color",
min=0.0, max=1000.0, soft_min=0.1, soft_max=10.0, default=1)
irid_turbulence = FloatProperty(
name="turbulence", description="This parameter varies the thickness",
min=0.0, max=10.0, soft_min=0.000, soft_max=1.0, default=0)
interior_fade_color = FloatVectorProperty(
name="Fade Color", description="Color of filtered attenuation for transparent materials",
precision=4, step=0.01, min=0.0, soft_max=1.0,
default=(0, 0, 0), options={'ANIMATABLE'}, subtype='COLOR')
caustics_enable = BoolProperty(
name="Caustics",
description="use only fake refractive caustics (default) or photon based " \
"reflective/refractive caustics",
default=True)
fake_caustics = BoolProperty(
name="Fake Caustics", description="use only (Fast) fake refractive caustics",
default=True)
fake_caustics_power = FloatProperty(
name="Fake caustics power",
description="Values typically range from 0.0 to 1.0 or higher. Zero is no caustics. " \
"Low, non-zero values give broad hot-spots while higher values give " \
"tighter, smaller simulated focal points",
min=0.00, max=10.0, soft_min=0.00, soft_max=1.10, default=0.1)
photons_refraction = BoolProperty(
name="Refractive Photon Caustics", description="more physically correct",
default=False)
photons_dispersion = FloatProperty(
name="Chromatic Dispersion",
description="Light passing through will be separated according to wavelength. " \
"This ratio of refractive indices for violet to red controls how much " \
"the colors are spread out 1 = no dispersion, good values are 1.01 to 1.1",
min=1.0000, max=10.000, soft_min=1.0000, soft_max=1.1000, precision=4, default=1.0000)
photons_dispersion_samples = IntProperty(
name="Dispersion Samples", description="Number of color-steps for dispersion",
min=2, max=128, default=7)
photons_reflection = BoolProperty(
name="Reflective Photon Caustics",
description="Use this to make your Sauron's ring ;-P",
default=False)
refraction_type = EnumProperty(
items=[("0", "None", "use only reflective caustics"),
("1", "Fake Caustics", "use fake caustics"),
("2", "Photons Caustics", "use photons for refractive caustics")],
name="Refractive",
description="use fake caustics (fast) or true photons for refractive Caustics",
default="1")
##################################CustomPOV Code############################
replacement_text = StringProperty(
name="Declared name:",
description="Type the declared name in custom POV code or an external " \
".inc it points at. texture {} expected",
default="")
###############################################################################
# Texture POV properties.
###############################################################################
class RenderPovSettingsTexture(bpy.types.PropertyGroup):
#Custom texture gamma
tex_gamma_enable = BoolProperty(
name="Enable custom texture gamma",
description="Notify some custom gamma for which texture has been precorrected " \
"without the file format carrying it and only if it differs from your " \
"OS expected standard (see pov doc)",
default=False)
tex_gamma_value = FloatProperty(
name="Custom texture gamma",
description="value for which the file was issued e.g. a Raw photo is gamma 1.0",
min=0.45, max=5.00, soft_min=1.00, soft_max=2.50, default=1.00)
##################################CustomPOV Code############################
#Only DUMMIES below for now:
replacement_text = StringProperty(
name="Declared name:",
description="Type the declared name in custom POV code or an external .inc " \
"it points at. pigment {} expected",
default="")
###############################################################################
# Object POV properties.
###############################################################################
class RenderPovSettingsObject(bpy.types.PropertyGroup):
#Importance sampling
importance_value = FloatProperty(
name="Radiosity Importance",
description="Priority value relative to other objects for sampling radiosity rays. " \
"Increase to get more radiosity rays at comparatively small yet " \
"bright objects",
min=0.01, max=1.00, default=1.00)
#Collect photons
collect_photons = BoolProperty(
name="Receive Photon Caustics",
description="Enable object to collect photons from other objects caustics. Turn " \
"off for objects that don't really need to receive caustics (e.g. objects" \
" that generate caustics often don't need to show any on themselves)",
default=True)
#Photons spacing_multiplier
spacing_multiplier = FloatProperty(
name="Photons Spacing Multiplier",
description="Multiplier value relative to global spacing of photons. " \
"Decrease by half to get 4x more photons at surface of " \
"this object (or 8x media photons than specified in the globals",
min=0.01, max=1.00, default=1.00)
##################################CustomPOV Code############################
#Only DUMMIES below for now:
replacement_text = StringProperty(
name="Declared name:",
description="Type the declared name in custom POV code or an external .inc " \
"it points at. Any POV shape expected e.g: isosurface {}",
default="")
###############################################################################
# Camera POV properties.
###############################################################################
class RenderPovSettingsCamera(bpy.types.PropertyGroup):
#DOF Toggle
dof_enable = BoolProperty(
name="Depth Of Field", description="EnablePOV-Ray Depth Of Field ",
default=False)
#Aperture (Intensity of the Blur)
dof_aperture = FloatProperty(
name="Aperture",
description="Similar to a real camera's aperture effect over focal blur (though not " \
"in physical units and independant of focal length). " \
"Increase to get more blur",
min=0.01, max=1.00, default=0.25)
#Aperture adaptive sampling
dof_samples_min = IntProperty(
name="Samples Min", description="Minimum number of rays to use for each pixel",
min=1, max=128, default=96)
dof_samples_max = IntProperty(
name="Samples Max", description="Maximum number of rays to use for each pixel",
min=1, max=128, default=128)
dof_variance = IntProperty(
name="Variance",
description="Minimum threshold (fractional value) for adaptive DOF sampling (up " \
"increases quality and render time). The value for the variance should " \
"be in the range of the smallest displayable color difference",
min=1, max=100000, soft_max=10000, default=256)
dof_confidence = FloatProperty(
name="Confidence",
description="Probability to reach the real color value. Larger confidence values " \
"will lead to more samples, slower traces and better images",
min=0.01, max=0.99, default=0.90)
##################################CustomPOV Code############################
#Only DUMMIES below for now:
replacement_text = StringProperty(
name="Texts in blend file",
description="Type the declared name in custom POV code or an external .inc " \
"it points at. camera {} expected",
default="")
###############################################################################
# Text POV properties.
###############################################################################
class RenderPovSettingsText(bpy.types.PropertyGroup):
custom_code = BoolProperty(
name="Custom Code",
description="Add this text at the top of the exported POV-Ray file",
default=False)
def register():
bpy.utils.register_module(__name__)
bpy.types.Scene.pov = PointerProperty(type=RenderPovSettingsScene)
bpy.types.Material.pov = PointerProperty(type=RenderPovSettingsMaterial)
bpy.types.Texture.pov = PointerProperty(type=RenderPovSettingsTexture)
bpy.types.Object.pov = PointerProperty(type=RenderPovSettingsObject)
bpy.types.Camera.pov = PointerProperty(type=RenderPovSettingsCamera)
bpy.types.Text.pov = PointerProperty(type=RenderPovSettingsText)
def unregister():
bpy.utils.unregister_module(__name__)
del bpy.types.Scene.pov
del bpy.types.Material.pov
del bpy.types.Texture.pov
del bpy.types.Object.pov
del bpy.types.Camera.pov
del bpy.types.Text.pov
if __name__ == "__main__":
register()
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