3 from math import atan, pi, degrees
9 import platform as pltfrm
11 if pltfrm.architecture()[0] == '64bit':
16 def write_pov(filename, scene=None, info_callback = None):
17 file = open(filename, 'w')
21 scene = bpy.data.scenes[0]
23 render = scene.render_data
28 for ch in ' /\\+=-[]{}().,<>\'":;~!@#$%^&*|?':
29 name = name.replace(ch, '_')
32 def writeMatrix(matrix):
33 file.write('\tmatrix <%.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f>\n' %\
34 (matrix[0][0], matrix[0][1], matrix[0][2], matrix[1][0], matrix[1][1], matrix[1][2], matrix[2][0], matrix[2][1], matrix[2][2], matrix[3][0], matrix[3][1], matrix[3][2]) )
38 matrix = camera.matrix
41 Qsize=float(render.resolution_x)/float(render.resolution_y)
43 file.write('camera {\n')
44 file.write('\tlocation <0, 0, 0>\n')
45 file.write('\tlook_at <0, 0, -1>\n')
46 file.write('\tright <%s, 0, 0>\n' % -Qsize)
47 file.write('\tup <0, 1, 0>\n')
48 file.write('\tangle %f \n' % (360.0*atan(16.0/camera.data.lens)/pi))
50 file.write('\trotate <%.6f, %.6f, %.6f>\n' % tuple([degrees(e) for e in matrix.rotationPart().toEuler()]))
51 file.write('\ttranslate <%.6f, %.6f, %.6f>\n' % (matrix[3][0], matrix[3][1], matrix[3][2]))
56 def exportLamps(lamps):
63 color = tuple([c * lamp.energy for c in lamp.color]) # Colour is modified by energy
65 file.write('light_source {\n')
66 file.write('\t< 0,0,0 >\n')
67 file.write('\tcolor red %.6f green %.6f blue %.6f\n' % color)
69 if lamp.type == 'POINT': # Point Lamp
71 elif lamp.type == 'SPOT': # Spot
72 file.write('\tspotlight\n')
74 # Falloff is the main radius from the centre line
75 file.write('\tfalloff %.2f\n' % (lamp.spot_size/2.0) ) # 1 TO 179 FOR BOTH
76 file.write('\tradius %.6f\n' % ((lamp.spot_size/2.0) * (1-lamp.spot_blend)) )
78 # Blender does not have a tightness equivilent, 0 is most like blender default.
79 file.write('\ttightness 0\n') # 0:10f
81 file.write('\tpoint_at <0, 0, -1>\n')
82 elif lamp.type == 'AREA':
85 samples_x = lamp.shadow_ray_samples_x
86 if lamp.shape == 'SQUARE':
91 samples_y = lamp.shadow_ray_samples_y
95 file.write('\tarea_light <%d,0,0>,<0,0,%d> %d, %d\n' % (size_x, size_y, samples_x, samples_y))
96 if lamp.shadow_ray_sampling_method == 'CONSTANT_JITTERED':
98 file.write('\tjitter\n')
100 file.write('\tadaptive 1\n')
101 file.write('\tjitter\n')
103 if lamp.shadow_method == 'NOSHADOW':
104 file.write('\tshadowless\n')
106 file.write('\tfade_distance %.6f\n' % lamp.distance)
107 file.write('\tfade_power %d\n' % 1) # Could use blenders lamp quad?
112 def exportMeshs(sel):
113 def bMat2PovString(material):
114 povstring = 'finish {'
116 povstring += 'ambient <%.6f, %.6f, %.6f> ' % tuple([c*material.ambient for c in world.ambient_color])
118 povstring += 'diffuse %.6f ' % material.diffuse_reflection
119 povstring += 'specular %.6f ' % material.specular_reflection
122 if material.raytrace_mirror.enabled:
123 #povstring += 'interior { ior %.6f } ' % material.IOR
124 raytrace_mirror= material.raytrace_mirror
125 if raytrace_mirror.reflect:
126 povstring += 'reflection {'
127 povstring += '<%.6f, %.6f, %.6f>' % tuple(material.mirror_color) # Should ask for ray mirror flag
128 povstring += 'fresnel 1 falloff %.6f exponent %.6f metallic %.6f} ' % (raytrace_mirror.fresnel, raytrace_mirror.fresnel_fac, raytrace_mirror.reflect)
132 if material.raytrace_transparency.enabled:
133 #povstring += 'interior { ior %.6f } ' % material.IOR
136 #file.write('\t\troughness %.6f\n' % (material.hard*0.5))
137 #file.write('\t\t\tcrand 0.0\n') # Sand granyness
138 #file.write('\t\t\tmetallic %.6f\n' % material.spec)
139 #file.write('\t\t\tphong %.6f\n' % material.spec)
140 #file.write('\t\t\tphong_size %.6f\n' % material.spec)
141 povstring += 'brilliance %.6f ' % (material.specular_hardness/256.0) # Like hardness
149 # Convert all materials to strings we can access directly per vertex.
150 for material in bpy.data.materials:
151 materialTable[material.name] = bMat2PovString(material)
159 if ob.type in ('LAMP', 'CAMERA', 'EMPTY'):
163 me_materials= me.materials
165 me = ob.create_render_mesh(scene)
171 info_callback('Object %2.d of %2.d (%s)' % (ob_num, len(sel), ob.name))
178 try: uv_layer = me.active_uv_texture.data
179 except:uv_layer = None
181 try: vcol_layer = me.active_vertex_color.data
182 except:vcol_layer = None
188 return fv[0], fv[1], fv[2]
189 return fv[0], fv[1], fv[2], fv[3]
191 faces_verts = [regular_face(f) for f in me.faces]
192 faces_normals = [tuple(f.normal) for f in me.faces]
193 verts_normals = [tuple(v.normal) for v in me.verts]
195 # quads incur an extra face
196 quadCount = len([f for f in faces_verts if len(f)==4])
198 file.write('mesh2 {\n')
199 file.write('\tvertex_vectors {\n')
200 file.write('\t\t%s' % (len(me.verts))) # vert count
202 file.write(',\n\t\t<%.6f, %.6f, %.6f>' % tuple(v.co)) # vert count
206 # Build unique Normal list
208 for fi, f in enumerate(me.faces):
210 # [-1] is a dummy index, use a list so we can modify in place
211 if f.smooth: # Use vertex normals
213 key = verts_normals[v]
214 uniqueNormals[key] = [-1]
215 else: # Use face normal
216 key = faces_normals[fi]
217 uniqueNormals[key] = [-1]
219 file.write('\tnormal_vectors {\n')
220 file.write('\t\t%d' % len(uniqueNormals)) # vert count
222 for no, index in uniqueNormals.items():
223 file.write(',\n\t\t<%.6f, %.6f, %.6f>' % no) # vert count
230 vertCols = {} # Use for material colours also.
233 # Generate unique UV's
236 for fi, uv in enumerate(uv_layer):
238 if len(faces_verts[fi])==4:
239 uvs = uv.uv1, uv.uv2, uv.uv3, uv.uv4
241 uvs = uv.uv1, uv.uv2, uv.uv3
244 uniqueUVs[tuple(uv)] = [-1]
246 file.write('\tuv_vectors {\n')
248 file.write('\t\t%s' % (len(uniqueUVs))) # vert count
250 for uv, index in uniqueUVs.items():
251 file.write(',\n\t\t<%.6f, %.6f>' % uv)
256 # Just add 1 dummy vector, no real UV's
257 file.write('\t\t1') # vert count
258 file.write(',\n\t\t<0.0, 0.0>')
265 for fi, f in enumerate(me.faces):
266 material_index = f.material_index
267 material = me_materials[material_index]
269 if material and material.vertex_color_paint:
273 if len(faces_verts[fi])==4:
274 cols = col.color1, col.color2, col.color3, col.color4
276 cols = col.color1, col.color2, col.color3
279 key = col[0], col[1], col[2], material_index # Material index!
284 diffuse_color = tuple(material.diffuse_color)
285 key = diffuse_color[0], diffuse_color[1], diffuse_color[2], material_index
290 # No vertex colours, so write material colours as vertex colours
291 for i, material in enumerate(me_materials):
294 diffuse_color = tuple(material.diffuse_color)
295 key = diffuse_color[0], diffuse_color[1], diffuse_color[2], i # i == f.mat
300 file.write('\ttexture_list {\n')
301 file.write('\t\t%s' % (len(vertCols))) # vert count
303 for col, index in vertCols.items():
306 material = me_materials[col[3]]
307 materialString = materialTable[material.name]
309 materialString = '' # Dont write anything
311 float_col = col[0], col[1], col[2], 1-material.alpha, materialString
313 file.write(',\n\t\ttexture { pigment {rgbf<%.6f, %.6f, %.6f, %.6f>}%s}' % float_col)
317 file.write( '\n }\n' )
320 file.write('\tface_indices {\n')
321 file.write('\t\t%d' % (len(me.faces) + quadCount)) # faces count
322 for fi, f in enumerate(me.faces):
324 material_index= f.material_index
325 if len(fv) == 4: indicies = (0,1,2), (0,2,3)
326 else: indicies = ((0,1,2),)
332 cols = col.color1, col.color2, col.color3, col.color4
334 cols = col.color1, col.color2, col.color3
337 if not me_materials or me_materials[material_index] == None: # No materials
338 for i1, i2, i3 in indicies:
339 file.write(',\n\t\t<%d,%d,%d>' % (fv[i1], fv[i2], fv[i3])) # vert count
341 material = me_materials[material_index]
342 for i1, i2, i3 in indicies:
343 if me.vertex_colors and material.vertex_color_paint:
344 # Colour per vertex - vertex colour
350 ci1 = vertCols[col1[0], col1[1], col1[2], material_index][0]
351 ci2 = vertCols[col2[0], col2[1], col2[2], material_index][0]
352 ci3 = vertCols[col3[0], col3[1], col3[2], material_index][0]
354 # Colour per material - flat material colour
355 diffuse_color= material.diffuse_color
356 ci1 = ci2 = ci3 = vertCols[diffuse_color[0], diffuse_color[1], diffuse_color[2], f.material_index][0]
358 file.write(',\n\t\t<%d,%d,%d>, %d,%d,%d' % (fv[i1], fv[i2], fv[i3], ci1, ci2, ci3)) # vert count
364 # normal_indices indicies
365 file.write('\tnormal_indices {\n')
366 file.write('\t\t%d' % (len(me.faces) + quadCount)) # faces count
367 for fi, fv in enumerate(faces_verts):
369 if len(fv) == 4: indicies = (0,1,2), (0,2,3)
370 else: indicies = ((0,1,2),)
372 for i1, i2, i3 in indicies:
374 file.write(',\n\t\t<%d,%d,%d>' %\
375 (uniqueNormals[verts_normals[fv[i1]]][0],\
376 uniqueNormals[verts_normals[fv[i2]]][0],\
377 uniqueNormals[verts_normals[fv[i3]]][0])) # vert count
379 idx = uniqueNormals[faces_normals[fi]][0]
380 file.write(',\n\t\t<%d,%d,%d>' % (idx, idx, idx)) # vert count
385 file.write('\tuv_indices {\n')
386 file.write('\t\t%d' % (len(me.faces) + quadCount)) # faces count
387 for fi, fv in enumerate(faces_verts):
389 if len(fv) == 4: indicies = (0,1,2), (0,2,3)
390 else: indicies = ((0,1,2),)
393 if len(faces_verts[fi])==4:
394 uvs = tuple(uv.uv1), tuple(uv.uv2), tuple(uv.uv3), tuple(uv.uv4)
396 uvs = tuple(uv.uv1), tuple(uv.uv2), tuple(uv.uv3)
398 for i1, i2, i3 in indicies:
399 file.write(',\n\t\t<%d,%d,%d>' %\
400 (uniqueUVs[uvs[i1]][0],\
401 uniqueUVs[uvs[i2]][0],\
402 uniqueUVs[uvs[i2]][0])) # vert count
406 material = me.materials[0] # dodgy
407 if material and material.raytrace_transparency.enabled:
408 file.write('\tinterior { ior %.6f }\n' % material.raytrace_transparency.ior)
413 bpy.data.remove_mesh(me)
419 lamps = [l for l in sel if l.type == 'LAMP']
426 def write_pov_ini(filename_ini, filename_pov, filename_image):
427 scene = bpy.data.scenes[0]
428 render = scene.render_data
430 x= int(render.resolution_x*render.resolution_percentage*0.01)
431 y= int(render.resolution_y*render.resolution_percentage*0.01)
433 file = open(filename_ini, 'w')
435 file.write('Input_File_Name="%s"\n' % filename_pov)
436 file.write('Output_File_Name="%s"\n' % filename_image)
438 file.write('Width=%d\n' % x)
439 file.write('Height=%d\n' % y)
441 # Needed for border render.
443 file.write('Start_Column=%d\n' % part.x)
444 file.write('End_Column=%d\n' % (part.x+part.w))
446 file.write('Start_Row=%d\n' % (part.y))
447 file.write('End_Row=%d\n' % (part.y+part.h))
450 file.write('Display=0\n')
451 file.write('Pause_When_Done=0\n')
452 file.write('Output_File_Type=C\n') # TGA, best progressive loading
453 file.write('Output_Alpha=1\n')
455 if render.antialiasing:
456 aa_mapping = {'OVERSAMPLE_5':2, 'OVERSAMPLE_8':3, 'OVERSAMPLE_11':4, 'OVERSAMPLE_16':5} # method 1 assumed
457 file.write('Antialias=1\n')
458 file.write('Antialias_Depth=%d\n' % aa_mapping[render.antialiasing_samples])
460 file.write('Antialias=0\n')
465 class PovrayRenderEngine(bpy.types.RenderEngine):
468 def _export(self, scene):
471 self.temp_file_in = tempfile.mktemp(suffix='.pov')
472 self.temp_file_out = tempfile.mktemp(suffix='.tga')
473 self.temp_file_ini = tempfile.mktemp(suffix='.ini')
475 def info_callback(txt):
476 self.update_stats("", "POVRAY: " + txt)
478 write_pov(self.temp_file_in, scene, info_callback)
482 try: os.remove(self.temp_file_out) # so as not to load the old file
485 write_pov_ini(self.temp_file_ini, self.temp_file_in, self.temp_file_out)
487 print ("***-STARTING-***")
488 # This works too but means we have to wait until its done
489 # os.system('povray %s' % self.temp_file_ini)
491 pov_binary = "povray"
493 if sys.platform=='win32':
495 pov_binary = "pvengine64"
497 pov_binary = "pvengine"
499 self.process = subprocess.Popen([pov_binary, self.temp_file_ini]) # stdout=subprocess.PIPE, stderr=subprocess.PIPE
501 print ("***-DONE-***")
504 for f in (self.temp_file_in, self.temp_file_ini, self.temp_file_out):
508 self.update_stats("", "")
510 def render(self, scene):
512 self.update_stats("", "POVRAY: Exporting data from Blender")
514 self.update_stats("", "POVRAY: Parsing File")
517 r = scene.render_data
520 x= int(r.resolution_x*r.resolution_percentage*0.01)
521 y= int(r.resolution_y*r.resolution_percentage*0.01)
525 # Wait for the file to be created
526 while not os.path.exists(self.temp_file_out):
527 if self.test_break():
528 try: self.process.terminate()
532 if self.process.poll() != None:
533 self.update_stats("", "POVRAY: Failed")
536 time.sleep(self.DELAY)
538 if os.path.exists(self.temp_file_out):
540 self.update_stats("", "POVRAY: Rendering")
545 result = self.begin_result(0, 0, x, y)
546 lay = result.layers[0]
547 # possible the image wont load early on.
548 try: lay.rect_from_file(self.temp_file_out, 0, 0)
550 self.end_result(result)
552 # Update while povray renders
555 # test if povray exists
556 if self.process.poll() != None:
561 if self.test_break():
562 try: self.process.terminate()
567 # Would be nice to redirect the output
568 # stdout_value, stderr_value = self.process.communicate() # locks
571 # check if the file updated
572 new_size = os.path.getsize(self.temp_file_out)
574 if new_size != prev_size:
578 time.sleep(self.DELAY)
583 bpy.types.register(PovrayRenderEngine)