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shading.py
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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>
"""Translate complex shaders to exported POV textures."""
import bpy
def write_object_material_interior(material, ob, tab_write):
"""Translate some object level material from Blender UI (VS data level)
to POV interior{} syntax and write it to exported file.
This is called in object_mesh_topology.export_meshes
"""
# DH - modified some variables to be function local, avoiding RNA write
# this should be checked to see if it is functionally correct
# Commented out: always write IOR to be able to use it for SSS, Fresnel reflections...
# if material and material.transparency_method == 'RAYTRACE':
if material:
# But there can be only one!
if material.pov_subsurface_scattering.use: # SSS IOR get highest priority
tab_write("interior {\n")
tab_write("ior %.6f\n" % material.pov_subsurface_scattering.ior)
# Then the raytrace IOR taken from raytrace transparency properties and used for
# reflections if IOR Mirror option is checked.
elif material.pov.mirror_use_IOR:
tab_write("interior {\n")
tab_write("ior %.6f\n" % material.pov_raytrace_transparency.ior)
elif material.pov.transparency_method == 'Z_TRANSPARENCY':
tab_write("interior {\n")
tab_write("ior 1.0\n")
else:
tab_write("interior {\n")
tab_write("ior %.6f\n" % material.pov_raytrace_transparency.ior)
pov_fake_caustics = False
pov_photons_refraction = False
pov_photons_reflection = False
if material.pov.photons_reflection:
pov_photons_reflection = True
if not material.pov.refraction_caustics:
pov_fake_caustics = False
pov_photons_refraction = False
elif material.pov.refraction_type == "1":
pov_fake_caustics = True
pov_photons_refraction = False
elif material.pov.refraction_type == "2":
pov_fake_caustics = False
pov_photons_refraction = True
# If only Raytrace transparency is set, its IOR will be used for refraction, but user
# can set up 'un-physical' fresnel reflections in raytrace mirror parameters.
# Last, if none of the above is specified, user can set up 'un-physical' fresnel
# reflections in raytrace mirror parameters. And pov IOR defaults to 1.
if material.pov.caustics_enable:
if pov_fake_caustics:
tab_write("caustics %.3g\n" % material.pov.fake_caustics_power)
if pov_photons_refraction:
# Default of 1 means no dispersion
tab_write("dispersion %.6f\n" % material.pov.photons_dispersion)
tab_write("dispersion_samples %.d\n" % material.pov.photons_dispersion_samples)
# TODO
# Other interior args
if material.pov.use_transparency and material.pov.transparency_method == 'RAYTRACE':
# fade_distance
# In Blender this value has always been reversed compared to what tooltip says.
# 100.001 rather than 100 so that it does not get to 0
# which deactivates the feature in POV
tab_write(
"fade_distance %.3g\n" % (100.001 - material.pov_raytrace_transparency.depth_max)
)
# fade_power
tab_write("fade_power %.3g\n" % material.pov_raytrace_transparency.falloff)
# fade_color
tab_write("fade_color <%.3g, %.3g, %.3g>\n" % material.pov.interior_fade_color[:])
# (variable) dispersion_samples (constant count for now)
tab_write("}\n")
if material.pov.photons_reflection or material.pov.refraction_type == "2":
tab_write("photons{")
tab_write("target %.3g\n" % ob.pov.spacing_multiplier)
if not ob.pov.collect_photons:
tab_write("collect off\n")
if pov_photons_refraction:
tab_write("refraction on\n")
if pov_photons_reflection:
tab_write("reflection on\n")
tab_write("}\n")
def write_material(
using_uberpov,
DEF_MAT_NAME,
tab_write,
safety,
comments,
unique_name,
material_names_dictionary,
material
):
"""Translate Blender material to POV texture{} block and write in exported file."""
# Assumes only called once on each material
if material:
name_orig = material.name
name = material_names_dictionary[name_orig] = unique_name(
bpy.path.clean_name(name_orig), material_names_dictionary
)
# If saturation(.s) is not zero, then color is not grey, and has a tint
colored_specular_found = (material.pov.specular_color.s > 0.0) and (
material.pov.diffuse_shader != "MINNAERT"
)
else:
name = name_orig = DEF_MAT_NAME
##################
# Several versions of the finish: ref_level_bound conditions are variations for specular/Mirror
# texture channel map with alternative finish of 0 specular and no mirror reflection.
# ref_level_bound=1 Means No specular nor Mirror reflection
# ref_level_bound=2 Means translation of spec and mir levels for when no map influences them
# ref_level_bound=3 Means Maximum Spec and Mirror
def pov_has_no_specular_maps(ref_level_bound):
"""Translate Blender specular map influence to POV finish map trick and write to file."""
if ref_level_bound == 1:
if comments:
tab_write("//--No specular nor Mirror reflection--\n")
else:
tab_write("\n")
tab_write("#declare %s = finish {\n" % safety(name, ref_level_bound=1))
elif ref_level_bound == 2:
if comments:
tab_write(
"//--translation of spec and mir levels for when no map " "influences them--\n"
)
else:
tab_write("\n")
tab_write("#declare %s = finish {\n" % safety(name, ref_level_bound=2))
elif ref_level_bound == 3:
if comments:
tab_write("//--Maximum Spec and Mirror--\n")
else:
tab_write("\n")
tab_write("#declare %s = finish {\n" % safety(name, ref_level_bound=3))
if material:
# POV-Ray 3.7 now uses two diffuse values respectively for front and back shading
# (the back diffuse is like blender translucency)
front_diffuse = material.pov.diffuse_intensity
back_diffuse = material.pov.translucency
if material.pov.conserve_energy:
# Total should not go above one
if (front_diffuse + back_diffuse) <= 1.0:
pass
elif front_diffuse == back_diffuse:
# Try to respect the user's 'intention' by comparing the two values but
# bringing the total back to one.
front_diffuse = back_diffuse = 0.5
# Let the highest value stay the highest value.
elif front_diffuse > back_diffuse:
# clamps the sum below 1
back_diffuse = min(back_diffuse, (1.0 - front_diffuse))
else:
front_diffuse = min(front_diffuse, (1.0 - back_diffuse))
# map hardness between 0.0 and 1.0
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.
roughness += 1.0 / 511.0
# ------------------------------ Diffuse Shader ------------------------------ #
# Not used for Full spec (ref_level_bound=3) of the shader.
if material.pov.diffuse_shader == "OREN_NAYAR" and ref_level_bound != 3:
# Blender roughness is what is generally called oren nayar Sigma,
# and brilliance in POV-Ray.
tab_write("brilliance %.3g\n" % (0.9 + material.roughness))
if material.pov.diffuse_shader == "TOON" and ref_level_bound != 3:
tab_write("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.
front_diffuse *= 0.5
if material.pov.diffuse_shader == "MINNAERT" and ref_level_bound != 3:
# tab_write("aoi %.3g\n" % material.darkness)
pass # let's keep things simple for now
if material.pov.diffuse_shader == "FRESNEL" and ref_level_bound != 3:
# tab_write("aoi %.3g\n" % material.diffuse_fresnel_factor)
pass # let's keep things simple for now
if material.pov.diffuse_shader == "LAMBERT" and ref_level_bound != 3:
# trying to best match lambert attenuation by that constant brilliance value
tab_write("brilliance 1\n")
if ref_level_bound == 2:
# ------------------------------ Specular Shader ------------------------------ #
# No difference between phong and cook torrence in blender HaHa!
if (
material.pov.specular_shader == "COOKTORR"
or material.pov.specular_shader == "PHONG"
):
tab_write("phong %.3g\n" % (material.pov.specular_intensity))
tab_write("phong_size %.3g\n" % (material.pov.specular_hardness / 3.14))
# POV-Ray 'specular' keyword corresponds to a Blinn model, without the ior.
elif material.pov.specular_shader == "BLINN":
# Use blender Blinn's IOR just as some factor for spec intensity
tab_write(
"specular %.3g\n"
% (material.pov.specular_intensity * (material.pov.specular_ior / 4.0))
)
tab_write("roughness %.3g\n" % roughness)
# Could use brilliance 2(or varying around 2 depending on ior or factor) too.
elif material.pov.specular_shader == "TOON":
tab_write("phong %.3g\n" % (material.pov.specular_intensity * 2.0))
# use extreme phong_size
tab_write("phong_size %.3g\n" % (0.1 + material.pov.specular_toon_smooth / 2.0))
elif material.pov.specular_shader == "WARDISO":
# find best suited default constant for brilliance Use both phong and
# specular for some values.
tab_write(
"specular %.3g\n"
% (material.pov.specular_intensity / (material.pov.specular_slope + 0.0005))
)
# find best suited default constant for brilliance Use both phong and
# specular for some values.
tab_write("roughness %.4g\n" % (0.0005 + material.pov.specular_slope / 10.0))
# find best suited default constant for brilliance Use both phong and
# specular for some values.
tab_write("brilliance %.4g\n" % (1.8 - material.pov.specular_slope * 1.8))
# -------------------------------------------------------------------------------- #
elif ref_level_bound == 1:
if (
material.pov.specular_shader == "COOKTORR"
or material.pov.specular_shader == "PHONG"
):
tab_write("phong 0\n") #%.3g\n" % (material.pov.specular_intensity/5))
tab_write("phong_size %.3g\n" % (material.pov.specular_hardness / 3.14))
# POV-Ray 'specular' keyword corresponds to a Blinn model, without the ior.
elif material.pov.specular_shader == "BLINN":
# Use blender Blinn's IOR just as some factor for spec intensity
tab_write(
"specular %.3g\n"
% (material.pov.specular_intensity * (material.pov.specular_ior / 4.0))
)
tab_write("roughness %.3g\n" % roughness)
# Could use brilliance 2(or varying around 2 depending on ior or factor) too.
elif material.pov.specular_shader == "TOON":
tab_write("phong %.3g\n" % (material.pov.specular_intensity * 2.0))
# use extreme phong_size
tab_write("phong_size %.3g\n" % (0.1 + material.pov.specular_toon_smooth / 2.0))
elif material.pov.specular_shader == "WARDISO":
# find best suited default constant for brilliance Use both phong and
# specular for some values.
tab_write(
"specular %.3g\n"
% (material.pov.specular_intensity / (material.pov.specular_slope + 0.0005))
)
# find best suited default constant for brilliance Use both phong and
# specular for some values.
tab_write("roughness %.4g\n" % (0.0005 + material.pov.specular_slope / 10.0))
# find best suited default constant for brilliance Use both phong and
# specular for some values.
tab_write("brilliance %.4g\n" % (1.8 - material.pov.specular_slope * 1.8))
elif ref_level_bound == 3:
# Spec must be Max at ref_level_bound 3 so that white of mixing texture always shows specularity
# That's why it's multiplied by 255. maybe replace by texture's brightest pixel value?
tab_write(
"specular %.3g\n"
% (
(material.pov.specular_intensity * material.pov.specular_color.v)
* (255 * slot.specular_factor)
)
)
tab_write("roughness %.3g\n" % (1 / material.pov.specular_hardness))
tab_write("diffuse %.3g %.3g\n" % (front_diffuse, back_diffuse))
tab_write("ambient %.3g\n" % material.pov.ambient)
# POV-Ray blends the global value
# tab_write("ambient rgb <%.3g, %.3g, %.3g>\n" % \
# tuple([c*material.pov.ambient for c in world.ambient_color]))
tab_write("emission %.3g\n" % material.pov.emit) # New in POV-Ray 3.7
# POV-Ray just ignores roughness if there's no specular keyword
# tab_write("roughness %.3g\n" % roughness)
if material.pov.conserve_energy:
# added for more realistic shading. Needs some checking to see if it
# really works. --Maurice.
tab_write("conserve_energy\n")
if colored_specular_found:
tab_write("metallic\n")
# 'phong 70.0 '
if ref_level_bound != 1:
if material.pov_raytrace_mirror.use:
raytrace_mirror = material.pov_raytrace_mirror
if raytrace_mirror.reflect_factor:
tab_write("reflection {\n")
tab_write("rgb <%.3g, %.3g, %.3g>\n" % material.pov.mirror_color[:])
if material.pov.mirror_metallic:
tab_write("metallic %.3g\n" % (raytrace_mirror.reflect_factor))
# Blurry reflections for UberPOV
if using_uberpov and raytrace_mirror.gloss_factor < 1.0:
# tab_write("#ifdef(unofficial) #if(unofficial = \"patch\") #if(patch(\"upov-reflection-roughness\") > 0)\n")
tab_write(
"roughness %.6f\n" % (0.000001 / raytrace_mirror.gloss_factor)
)
# tab_write("#end #end #end\n") # This and previous comment for backward compatibility, messier pov code
if material.pov.mirror_use_IOR: # WORKING ?
# Removed from the line below: gives a more physically correct
# material but needs proper IOR. --Maurice
tab_write("fresnel 1 ")
tab_write(
"falloff %.3g exponent %.3g} "
% (raytrace_mirror.fresnel, raytrace_mirror.fresnel_factor)
)
if material.pov_subsurface_scattering.use:
subsurface_scattering = material.pov_subsurface_scattering
tab_write(
"subsurface { translucency <%.3g, %.3g, %.3g> }\n"
% (
(subsurface_scattering.radius[0]),
(subsurface_scattering.radius[1]),
(subsurface_scattering.radius[2]),
)
)
if material.pov.irid_enable:
tab_write(
"irid { %.4g thickness %.4g turbulence %.4g }"
% (
material.pov.irid_amount,
material.pov.irid_thickness,
material.pov.irid_turbulence,
)
)
else:
tab_write("diffuse 0.8\n")
tab_write("phong 70.0\n")
# tab_write("specular 0.2\n")
# This is written into the object
"""
if material and material.pov.transparency_method=='RAYTRACE':
'interior { ior %.3g} ' % material.raytrace_transparency.ior
"""
# tab_write("crand 1.0\n") # Sand granyness
# tab_write("metallic %.6f\n" % material.spec)
# tab_write("phong %.6f\n" % material.spec)
# tab_write("phong_size %.6f\n" % material.spec)
# tab_write("brilliance %.6f " % (material.pov.specular_hardness/256.0) # Like hardness
tab_write("}\n\n")
# ref_level_bound=2 Means translation of spec and mir levels for when no map influences them
pov_has_no_specular_maps(ref_level_bound=2)
if material:
special_texture_found = False
tmpidx = -1
for t in material.pov_texture_slots:
tmpidx += 1
# index = material.pov.active_texture_index
slot = material.pov_texture_slots[tmpidx] # [index]
povtex = slot.texture # slot.name
tex = bpy.data.textures[povtex]
if t and t.use and tex is not None:
if (tex.type == "IMAGE" and tex.image) or tex.type != "IMAGE":
# validPath
if (
t
and t.use
and (
t.use_map_specular
or t.use_map_raymir
or t.use_map_normal
or t.use_map_alpha
)
):
special_texture_found = True
continue # Some texture found
if special_texture_found or colored_specular_found:
# ref_level_bound=1 Means No specular nor Mirror reflection
pov_has_no_specular_maps(ref_level_bound=1)
# ref_level_bound=3 Means Maximum Spec and Mirror
pov_has_no_specular_maps(ref_level_bound=3)
def export_pattern(texture):
"""Translate Blender procedural textures to POV patterns and write to pov file.
Function Patterns can be used to better access sub components of a pattern like
grey values for influence mapping
"""
tex = texture
pat = tex.pov
pat_name = "PAT_%s" % string_strip_hyphen(bpy.path.clean_name(tex.name))
mapping_dif = "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,
)
text_strg = ""
def export_color_ramp(texture):
tex = texture
pat = tex.pov
col_ramp_strg = "color_map {\n"
num_color = 0
for el in tex.color_ramp.elements:
num_color += 1
pos = el.position
col = el.color
col_r, col_g, col_b, col_a = col[0], col[1], col[2], 1 - col[3]
if pat.tex_pattern_type not in {"checker", "hexagon", "square", "triangular", "brick"}:
col_ramp_strg += "[%.4g color rgbf<%.4g,%.4g,%.4g,%.4g>] \n" % (
pos,
col_r,
col_g,
col_b,
col_a,
)
if pat.tex_pattern_type in {"brick", "checker"} and num_color < 3:
col_ramp_strg += "color rgbf<%.4g,%.4g,%.4g,%.4g> \n" % (col_r, col_g, col_b, col_a)
if pat.tex_pattern_type == "hexagon" and num_color < 4:
col_ramp_strg += "color rgbf<%.4g,%.4g,%.4g,%.4g> \n" % (col_r, col_g, col_b, col_a)
if pat.tex_pattern_type == "square" and num_color < 5:
col_ramp_strg += "color rgbf<%.4g,%.4g,%.4g,%.4g> \n" % (col_r, col_g, col_b, col_a)
if pat.tex_pattern_type == "triangular" and num_color < 7:
col_ramp_strg += "color rgbf<%.4g,%.4g,%.4g,%.4g> \n" % (col_r, col_g, col_b, col_a)
col_ramp_strg += "} \n"
# end color map
return col_ramp_strg
# much work to be done here only defaults translated for now:
# pov noise_generator 3 means perlin noise
if tex.type not in {"NONE", "IMAGE"} and pat.tex_pattern_type == "emulator":
text_strg += "pigment {\n"
# ------------------------- EMULATE BLENDER VORONOI TEXTURE ------------------------- #
if tex.type == "VORONOI":
text_strg += "crackle\n"
text_strg += " offset %.4g\n" % tex.nabla
text_strg += " form <%.4g,%.4g,%.4g>\n" % (tex.weight_1, tex.weight_2, tex.weight_3)
if tex.distance_metric == "DISTANCE":
text_strg += " metric 2.5\n"
if tex.distance_metric == "DISTANCE_SQUARED":
text_strg += " metric 2.5\n"
text_strg += " poly_wave 2\n"
if tex.distance_metric == "MINKOVSKY":
text_strg += " metric %s\n" % tex.minkovsky_exponent
if tex.distance_metric == "MINKOVSKY_FOUR":
text_strg += " metric 4\n"
if tex.distance_metric == "MINKOVSKY_HALF":
text_strg += " metric 0.5\n"
if tex.distance_metric == "CHEBYCHEV":
text_strg += " metric 10\n"
if tex.distance_metric == "MANHATTAN":
text_strg += " metric 1\n"
if tex.color_mode == "POSITION":
text_strg += "solid\n"
text_strg += "scale 0.25\n"
if tex.use_color_ramp:
text_strg += export_color_ramp(tex)
else:
text_strg += "color_map {\n"
text_strg += "[0 color rgbt<0,0,0,1>]\n"
text_strg += "[1 color rgbt<1,1,1,0>]\n"
text_strg += "}\n"
# ------------------------- EMULATE BLENDER CLOUDS TEXTURE ------------------------- #
if tex.type == "CLOUDS":
if tex.noise_type == "SOFT_NOISE":
text_strg += "wrinkles\n"
text_strg += "scale 0.25\n"
else:
text_strg += "granite\n"
if tex.use_color_ramp:
text_strg += export_color_ramp(tex)
else:
text_strg += "color_map {\n"
text_strg += "[0 color rgbt<0,0,0,1>]\n"
text_strg += "[1 color rgbt<1,1,1,0>]\n"
text_strg += "}\n"
# ------------------------- EMULATE BLENDER WOOD TEXTURE ------------------------- #
if tex.type == "WOOD":
if tex.wood_type == "RINGS":
text_strg += "wood\n"
text_strg += "scale 0.25\n"
if tex.wood_type == "RINGNOISE":
text_strg += "wood\n"
text_strg += "scale 0.25\n"
text_strg += "turbulence %.4g\n" % (tex.turbulence / 100)
if tex.wood_type == "BANDS":
text_strg += "marble\n"
text_strg += "scale 0.25\n"
text_strg += "rotate <45,-45,45>\n"
if tex.wood_type == "BANDNOISE":
text_strg += "marble\n"
text_strg += "scale 0.25\n"
text_strg += "rotate <45,-45,45>\n"
text_strg += "turbulence %.4g\n" % (tex.turbulence / 10)
if tex.noise_basis_2 == "SIN":
text_strg += "sine_wave\n"
if tex.noise_basis_2 == "TRI":
text_strg += "triangle_wave\n"
if tex.noise_basis_2 == "SAW":
text_strg += "ramp_wave\n"
if tex.use_color_ramp:
text_strg += export_color_ramp(tex)
else:
text_strg += "color_map {\n"
text_strg += "[0 color rgbt<0,0,0,0>]\n"
text_strg += "[1 color rgbt<1,1,1,0>]\n"
text_strg += "}\n"
# ------------------------- EMULATE BLENDER STUCCI TEXTURE ------------------------- #
if tex.type == "STUCCI":
text_strg += "bozo\n"
text_strg += "scale 0.25\n"
if tex.noise_type == "HARD_NOISE":
text_strg += "triangle_wave\n"
if tex.use_color_ramp:
text_strg += export_color_ramp(tex)
else:
text_strg += "color_map {\n"
text_strg += "[0 color rgbf<1,1,1,0>]\n"
text_strg += "[1 color rgbt<0,0,0,1>]\n"
text_strg += "}\n"
else:
if tex.use_color_ramp:
text_strg += export_color_ramp(tex)
else:
text_strg += "color_map {\n"
text_strg += "[0 color rgbf<0,0,0,1>]\n"
text_strg += "[1 color rgbt<1,1,1,0>]\n"
text_strg += "}\n"
# ------------------------- EMULATE BLENDER MAGIC TEXTURE ------------------------- #
if tex.type == "MAGIC":
text_strg += "leopard\n"
if tex.use_color_ramp:
text_strg += export_color_ramp(tex)
else:
text_strg += "color_map {\n"
text_strg += "[0 color rgbt<1,1,1,0.5>]\n"
text_strg += "[0.25 color rgbf<0,1,0,0.75>]\n"
text_strg += "[0.5 color rgbf<0,0,1,0.75>]\n"
text_strg += "[0.75 color rgbf<1,0,1,0.75>]\n"
text_strg += "[1 color rgbf<0,1,0,0.75>]\n"
text_strg += "}\n"
text_strg += "scale 0.1\n"
# ------------------------- EMULATE BLENDER MARBLE TEXTURE ------------------------- #
if tex.type == "MARBLE":
text_strg += "marble\n"
text_strg += "turbulence 0.5\n"
text_strg += "noise_generator 3\n"
text_strg += "scale 0.75\n"
text_strg += "rotate <45,-45,45>\n"
if tex.use_color_ramp:
text_strg += export_color_ramp(tex)
else:
if tex.marble_type == "SOFT":
text_strg += "color_map {\n"
text_strg += "[0 color rgbt<0,0,0,0>]\n"
text_strg += "[0.05 color rgbt<0,0,0,0>]\n"
text_strg += "[1 color rgbt<0.9,0.9,0.9,0>]\n"
text_strg += "}\n"
elif tex.marble_type == "SHARP":
text_strg += "color_map {\n"
text_strg += "[0 color rgbt<0,0,0,0>]\n"
text_strg += "[0.025 color rgbt<0,0,0,0>]\n"
text_strg += "[1 color rgbt<0.9,0.9,0.9,0>]\n"
text_strg += "}\n"
else:
text_strg += "[0 color rgbt<0,0,0,0>]\n"
text_strg += "[1 color rgbt<1,1,1,0>]\n"
text_strg += "}\n"
if tex.noise_basis_2 == "SIN":
text_strg += "sine_wave\n"
if tex.noise_basis_2 == "TRI":
text_strg += "triangle_wave\n"
if tex.noise_basis_2 == "SAW":
text_strg += "ramp_wave\n"
# ------------------------- EMULATE BLENDER BLEND TEXTURE ------------------------- #
if tex.type == "BLEND":
if tex.progression == "RADIAL":
text_strg += "radial\n"
if tex.use_flip_axis == "HORIZONTAL":
text_strg += "rotate x*90\n"
else:
text_strg += "rotate <-90,0,90>\n"
text_strg += "ramp_wave\n"
elif tex.progression == "SPHERICAL":
text_strg += "spherical\n"
text_strg += "scale 3\n"
text_strg += "poly_wave 1\n"
elif tex.progression == "QUADRATIC_SPHERE":
text_strg += "spherical\n"
text_strg += "scale 3\n"
text_strg += " poly_wave 2\n"
elif tex.progression == "DIAGONAL":
text_strg += "gradient <1,1,0>\n"
text_strg += "scale 3\n"
elif tex.use_flip_axis == "HORIZONTAL":
text_strg += "gradient x\n"
text_strg += "scale 2.01\n"
elif tex.use_flip_axis == "VERTICAL":
text_strg += "gradient y\n"
text_strg += "scale 2.01\n"
# text_strg+="ramp_wave\n"
# text_strg+="frequency 0.5\n"
text_strg += "phase 0.5\n"
if tex.use_color_ramp:
text_strg += export_color_ramp(tex)
else:
text_strg += "color_map {\n"
text_strg += "[0 color rgbt<1,1,1,0>]\n"
text_strg += "[1 color rgbf<0,0,0,1>]\n"
text_strg += "}\n"
if tex.progression == "LINEAR":
text_strg += " poly_wave 1\n"
if tex.progression == "QUADRATIC":
text_strg += " poly_wave 2\n"
if tex.progression == "EASING":
text_strg += " poly_wave 1.5\n"
# ------------------------- EMULATE BLENDER MUSGRAVE TEXTURE ------------------------- #
# if tex.type == 'MUSGRAVE':
# text_strg+="function{ f_ridged_mf( x, y, 0, 1, 2, 9, -0.5, 3,3 )*0.5}\n"
# text_strg+="color_map {\n"
# text_strg+="[0 color rgbf<0,0,0,1>]\n"
# text_strg+="[1 color rgbf<1,1,1,0>]\n"
# text_strg+="}\n"
# simplified for now:
if tex.type == "MUSGRAVE":
text_strg += "bozo scale 0.25 \n"
if tex.use_color_ramp:
text_strg += export_color_ramp(tex)
else:
text_strg += (
"color_map {[0.5 color rgbf<0,0,0,1>][1 color rgbt<1,1,1,0>]}ramp_wave \n"
)
# ------------------------- EMULATE BLENDER DISTORTED NOISE TEXTURE ------------------------- #
if tex.type == "DISTORTED_NOISE":
text_strg += "average\n"
text_strg += " pigment_map {\n"
text_strg += " [1 bozo scale 0.25 turbulence %.4g\n" % tex.distortion
if tex.use_color_ramp:
text_strg += export_color_ramp(tex)
else:
text_strg += "color_map {\n"
text_strg += "[0 color rgbt<1,1,1,0>]\n"
text_strg += "[1 color rgbf<0,0,0,1>]\n"
text_strg += "}\n"
text_strg += "]\n"
if tex.noise_distortion == "CELL_NOISE":
text_strg += " [1 cells scale 0.1\n"
if tex.use_color_ramp:
text_strg += export_color_ramp(tex)
else:
text_strg += "color_map {\n"
text_strg += "[0 color rgbt<1,1,1,0>]\n"
text_strg += "[1 color rgbf<0,0,0,1>]\n"
text_strg += "}\n"
text_strg += "]\n"
if tex.noise_distortion == "VORONOI_CRACKLE":
text_strg += " [1 crackle scale 0.25\n"
if tex.use_color_ramp:
text_strg += export_color_ramp(tex)
else:
text_strg += "color_map {\n"
text_strg += "[0 color rgbt<1,1,1,0>]\n"
text_strg += "[1 color rgbf<0,0,0,1>]\n"
text_strg += "}\n"
text_strg += "]\n"
if tex.noise_distortion in [
"VORONOI_F1",
"VORONOI_F2",
"VORONOI_F3",
"VORONOI_F4",
"VORONOI_F2_F1",
]:
text_strg += " [1 crackle metric 2.5 scale 0.25 turbulence %.4g\n" % (
tex.distortion / 2
)
if tex.use_color_ramp:
text_strg += export_color_ramp(tex)
else:
text_strg += "color_map {\n"
text_strg += "[0 color rgbt<1,1,1,0>]\n"
text_strg += "[1 color rgbf<0,0,0,1>]\n"
text_strg += "}\n"
text_strg += "]\n"
else:
text_strg += " [1 wrinkles scale 0.25\n"
if tex.use_color_ramp:
text_strg += export_color_ramp(tex)
else:
text_strg += "color_map {\n"
text_strg += "[0 color rgbt<1,1,1,0>]\n"
text_strg += "[1 color rgbf<0,0,0,1>]\n"
text_strg += "}\n"
text_strg += "]\n"
text_strg += " }\n"
# ------------------------- EMULATE BLENDER NOISE TEXTURE ------------------------- #
if tex.type == "NOISE":
text_strg += "cells\n"
text_strg += "turbulence 3\n"
text_strg += "omega 3\n"
if tex.use_color_ramp:
text_strg += export_color_ramp(tex)
else:
text_strg += "color_map {\n"
text_strg += "[0.75 color rgb<0,0,0,>]\n"
text_strg += "[1 color rgb<1,1,1,>]\n"
text_strg += "}\n"
# ------------------------- IGNORE OTHER BLENDER TEXTURE ------------------------- #
else: # non translated textures
pass
text_strg += "}\n\n"
text_strg += "#declare f%s=\n" % pat_name
text_strg += "function{pigment{%s}}\n" % pat_name
text_strg += "\n"
elif pat.tex_pattern_type != "emulator":
text_strg += "pigment {\n"
text_strg += "%s\n" % pat.tex_pattern_type
if pat.tex_pattern_type == "agate":
text_strg += "agate_turb %.4g\n" % pat.modifier_turbulence
if pat.tex_pattern_type in {"spiral1", "spiral2", "tiling"}:
text_strg += "%s\n" % pat.modifier_numbers
if pat.tex_pattern_type == "quilted":
text_strg += "control0 %s control1 %s\n" % (
pat.modifier_control0,
pat.modifier_control1,
)
if pat.tex_pattern_type == "mandel":
text_strg += "%s exponent %s \n" % (pat.f_iter, pat.f_exponent)
if pat.tex_pattern_type == "julia":
text_strg += "<%.4g, %.4g> %s exponent %s \n" % (
pat.julia_complex_1,
pat.julia_complex_2,
pat.f_iter,
pat.f_exponent,
)
if pat.tex_pattern_type == "magnet" and pat.magnet_style == "mandel":
text_strg += "%s mandel %s \n" % (pat.magnet_type, pat.f_iter)
if pat.tex_pattern_type == "magnet" and pat.magnet_style == "julia":
text_strg += "%s julia <%.4g, %.4g> %s\n" % (
pat.magnet_type,
pat.julia_complex_1,
pat.julia_complex_2,
pat.f_iter,
)
if pat.tex_pattern_type in {"mandel", "julia", "magnet"}:
text_strg += "interior %s, %.4g\n" % (pat.f_ior, pat.f_ior_fac)
text_strg += "exterior %s, %.4g\n" % (pat.f_eor, pat.f_eor_fac)
if pat.tex_pattern_type == "gradient":
text_strg += "<%s, %s, %s> \n" % (
pat.grad_orient_x,
pat.grad_orient_y,
pat.grad_orient_z,
)
if pat.tex_pattern_type == "pavement":
num_tiles = pat.pave_tiles
num_pattern = 1
if pat.pave_sides == "4" and pat.pave_tiles == 3:
num_pattern = pat.pave_pat_2
if pat.pave_sides == "6" and pat.pave_tiles == 3:
num_pattern = pat.pave_pat_3
if pat.pave_sides == "3" and pat.pave_tiles == 4:
num_pattern = pat.pave_pat_3
if pat.pave_sides == "3" and pat.pave_tiles == 5:
num_pattern = pat.pave_pat_4
if pat.pave_sides == "4" and pat.pave_tiles == 4:
num_pattern = pat.pave_pat_5
if pat.pave_sides == "6" and pat.pave_tiles == 4:
num_pattern = pat.pave_pat_7
if pat.pave_sides == "4" and pat.pave_tiles == 5:
num_pattern = pat.pave_pat_12
if pat.pave_sides == "3" and pat.pave_tiles == 6:
num_pattern = pat.pave_pat_12
if pat.pave_sides == "6" and pat.pave_tiles == 5:
num_pattern = pat.pave_pat_22
if pat.pave_sides == "4" and pat.pave_tiles == 6:
num_pattern = pat.pave_pat_35
if pat.pave_sides == "6" and pat.pave_tiles == 6:
num_tiles = 5
text_strg += "number_of_sides %s number_of_tiles %s pattern %s form %s \n" % (
pat.pave_sides,
num_tiles,
num_pattern,
pat.pave_form,
)
# ------------------------- functions ------------------------- #
if pat.tex_pattern_type == "function":
text_strg += "{ %s" % pat.func_list
text_strg += "(x"
if pat.func_plus_x != "NONE":
if pat.func_plus_x == "increase":
text_strg += "*"
if pat.func_plus_x == "plus":
text_strg += "+"
text_strg += "%.4g" % pat.func_x
text_strg += ",y"
if pat.func_plus_y != "NONE":
if pat.func_plus_y == "increase":
text_strg += "*"
if pat.func_plus_y == "plus":
text_strg += "+"
text_strg += "%.4g" % pat.func_y
text_strg += ",z"
if pat.func_plus_z != "NONE":
if pat.func_plus_z == "increase":
text_strg += "*"
if pat.func_plus_z == "plus":
text_strg += "+"
text_strg += "%.4g" % pat.func_z
sort = -1
if pat.func_list in {
"f_comma",
"f_crossed_trough",
"f_cubic_saddle",
"f_cushion",
"f_devils_curve",
"f_enneper",
"f_glob",
"f_heart",
"f_hex_x",
"f_hex_y",
"f_hunt_surface",
"f_klein_bottle",
"f_kummer_surface_v1",
"f_lemniscate_of_gerono",
"f_mitre",
"f_nodal_cubic",
"f_noise_generator",
"f_odd",
"f_paraboloid",
"f_pillow",
"f_piriform",
"f_quantum",
"f_quartic_paraboloid",
"f_quartic_saddle",
"f_sphere",
"f_steiners_roman",
"f_torus_gumdrop",
"f_umbrella",
}:
sort = 0
if pat.func_list in {
"f_bicorn",
"f_bifolia",
"f_boy_surface",
"f_superellipsoid",
"f_torus",
}:
sort = 1
if pat.func_list in {
"f_ellipsoid",
"f_folium_surface",
"f_hyperbolic_torus",
"f_kampyle_of_eudoxus",
"f_parabolic_torus",
"f_quartic_cylinder",
"f_torus2",
}:
sort = 2
if pat.func_list in {
"f_blob2",
"f_cross_ellipsoids",
"f_flange_cover",
"f_isect_ellipsoids",
"f_kummer_surface_v2",
"f_ovals_of_cassini",
"f_rounded_box",
"f_spikes_2d",
"f_strophoid",
}:
sort = 3
if pat.func_list in {
"f_algbr_cyl1",
"f_algbr_cyl2",
"f_algbr_cyl3",
"f_algbr_cyl4",
"f_blob",
"f_mesh1",
"f_poly4",
"f_spikes",
}:
sort = 4
if pat.func_list in {
"f_devils_curve_2d",
"f_dupin_cyclid",
"f_folium_surface_2d",
"f_hetero_mf",
"f_kampyle_of_eudoxus_2d",
"f_lemniscate_of_gerono_2d",
"f_polytubes",
"f_ridge",
"f_ridged_mf",
"f_spiral",
"f_witch_of_agnesi",
}:
sort = 5
if pat.func_list in {"f_helix1", "f_helix2", "f_piriform_2d", "f_strophoid_2d"}:
sort = 6
if pat.func_list == "f_helical_torus":
sort = 7
if sort > -1:
text_strg += ",%.4g" % pat.func_P0
if sort > 0:
text_strg += ",%.4g" % pat.func_P1
if sort > 1:
text_strg += ",%.4g" % pat.func_P2
if sort > 2:
text_strg += ",%.4g" % pat.func_P3
if sort > 3:
text_strg += ",%.4g" % pat.func_P4
if sort > 4:
text_strg += ",%.4g" % pat.func_P5
if sort > 5:
text_strg += ",%.4g" % pat.func_P6
if sort > 6:
text_strg += ",%.4g" % pat.func_P7
text_strg += ",%.4g" % pat.func_P8
text_strg += ",%.4g" % pat.func_P9
text_strg += ")}\n"
# ------------------------- end functions ------------------------- #
if pat.tex_pattern_type not in {"checker", "hexagon", "square", "triangular", "brick"}:
text_strg += "color_map {\n"
num_color = 0
if tex.use_color_ramp:
for el in tex.color_ramp.elements:
num_color += 1
pos = el.position
col = el.color
col_r, col_g, col_b, col_a = col[0], col[1], col[2], 1 - col[3]
if pat.tex_pattern_type not in {
"checker",
"hexagon",
"square",
"triangular",
"brick",
}:
text_strg += "[%.4g color rgbf<%.4g,%.4g,%.4g,%.4g>] \n" % (
pos,