forked from bartvdbraak/blender
revert previous change, povray rendering works again, somehow I managed to render with previous changes
(probably failed to reload the module and was using the register un-modified version)
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77ec3a1239
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bb4f5801d1
@ -635,11 +635,89 @@ def write_pov_ini(filename_ini, filename_pov, filename_image):
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file.close()
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file.close()
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# Radiosity panel, use in the scene for now.
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FloatProperty= bpy.types.Scene.FloatProperty
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IntProperty= bpy.types.Scene.IntProperty
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BoolProperty= bpy.types.Scene.BoolProperty
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# Not a real pov option, just to know if we should write
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BoolProperty( attr="pov_radio_enable",
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name="Enable Radiosity",
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description="Enable povrays radiosity calculation.",
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default= False)
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BoolProperty( attr="pov_radio_display_advanced",
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name="Advanced Options",
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description="Show advanced options.",
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default= False)
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# Real pov options
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FloatProperty( attr="pov_radio_adc_bailout",
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name="ADC Bailout",
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description="The adc_bailout for radiosity rays. Use adc_bailout = 0.01 / brightest_ambient_object for good results.",
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min=0.0, max=1000.0, soft_min=0.0, soft_max=1.0, default= 0.01)
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BoolProperty( attr="pov_radio_always_sample",
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name="Always Sample",
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description="Only use the data from the pretrace step and not gather any new samples during the final radiosity pass..",
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default= True)
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FloatProperty( attr="pov_radio_brightness",
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name="Brightness",
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description="Ammount objects are brightened before being returned upwards to the rest of the system.",
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min=0.0, max=1000.0, soft_min=0.0, soft_max=10.0, default= 1.0)
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IntProperty( attr="pov_radio_count",
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name="Ray Count",
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description="number of rays that are sent out whenever a new radiosity value has to be calculated.",
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min=1, max=1600, default= 35)
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FloatProperty( attr="pov_radio_error_bound",
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name="Error Bound",
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description="one of the two main speed/quality tuning values, lower values are more accurate.",
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min=0.0, max=1000.0, soft_min=0.1, soft_max=10.0, default= 1.8)
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FloatProperty( attr="pov_radio_gray_threshold",
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name="Gray Threshold",
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description="one of the two main speed/quality tuning values, lower values are more accurate.",
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min=0.0, max=1.0, soft_min=0, soft_max=1, default= 0.0)
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FloatProperty( attr="pov_radio_low_error_factor",
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name="Low Error Factor",
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description="If you calculate just enough samples, but no more, you will get an image which has slightly blotchy lighting.",
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min=0.0, max=1.0, soft_min=0.0, soft_max=1.0, default= 0.5)
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# max_sample - not available yet
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BoolProperty( attr="pov_radio_media",
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name="Media",
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description="Radiosity estimation can be affected by media.",
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default= False)
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FloatProperty( attr="pov_radio_minimum_reuse",
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name="Minimum Reuse",
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description="Fraction of the screen width which sets the minimum radius of reuse for each sample point (At values higher than 2% expect errors).",
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min=0.0, max=1.0, soft_min=0.1, soft_max=0.1, default= 0.015)
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IntProperty( attr="pov_radio_nearest_count",
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name="Nearest Count",
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description="Number of old ambient values blended together to create a new interpolated value.",
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min=1, max=20, default= 5)
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BoolProperty( attr="pov_radio_normal",
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name="Normals",
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description="Radiosity estimation can be affected by normals.",
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default= False)
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IntProperty( attr="pov_radio_recursion_limit",
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name="Recursion Limit",
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description="how many recursion levels are used to calculate the diffuse inter-reflection.",
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min=1, max=20, default= 3)
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class PovrayRender(bpy.types.RenderEngine):
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class PovrayRender(bpy.types.RenderEngine):
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__idname__ = 'POVRAY_RENDER'
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__idname__ = 'POVRAY_RENDER'
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__label__ = "Povray"
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__label__ = "Povray"
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DELAY = 0.02
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DELAY = 0.02
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def _export(self, scene):
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def _export(self, scene):
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import tempfile
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import tempfile
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@ -761,11 +839,8 @@ class PovrayRender(bpy.types.RenderEngine):
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self._cleanup()
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self._cleanup()
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bpy.types.register(PovrayRender)
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bpy.types.register(PovrayRender)
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# Use some of the existing buttons.
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# Use some of the existing buttons.
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import buttons_scene
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import buttons_scene
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buttons_scene.SCENE_PT_render.COMPAT_ENGINES.add('POVRAY_RENDER')
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buttons_scene.SCENE_PT_render.COMPAT_ENGINES.add('POVRAY_RENDER')
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@ -800,88 +875,9 @@ class RenderButtonsPanel(bpy.types.Panel):
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rd = context.scene.render_data
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rd = context.scene.render_data
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return (rd.use_game_engine==False) and (rd.engine in self.COMPAT_ENGINES)
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return (rd.use_game_engine==False) and (rd.engine in self.COMPAT_ENGINES)
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# Radiosity panel, use in the scene for now.
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FloatProperty= bpy.props.FloatProperty
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IntProperty= bpy.props.IntProperty
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BoolProperty= bpy.props.BoolProperty
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class SCENE_PT_povray_radiosity(RenderButtonsPanel):
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class SCENE_PT_povray_radiosity(RenderButtonsPanel):
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__label__ = "Radiosity"
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__label__ = "Radiosity"
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COMPAT_ENGINES = set(['POVRAY_RENDER'])
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COMPAT_ENGINES = set(['POVRAY_RENDER'])
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__props__ = [ \
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# Not a real pov option, just to know if we should write
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BoolProperty( attr="pov_radio_enable",
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name="Enable Radiosity",
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description="Enable povrays radiosity calculation.",
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default= False),
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BoolProperty( attr="pov_radio_display_advanced",
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name="Advanced Options",
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description="Show advanced options.",
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default= False),
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# Real pov options
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FloatProperty( attr="pov_radio_adc_bailout",
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name="ADC Bailout",
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description="The adc_bailout for radiosity rays. Use adc_bailout = 0.01 / brightest_ambient_object for good results.",
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min=0.0, max=1000.0, soft_min=0.0, soft_max=1.0, default= 0.01),
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BoolProperty( attr="pov_radio_always_sample",
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name="Always Sample",
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description="Only use the data from the pretrace step and not gather any new samples during the final radiosity pass..",
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default= True),
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FloatProperty( attr="pov_radio_brightness",
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name="Brightness",
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description="Ammount objects are brightened before being returned upwards to the rest of the system.",
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min=0.0, max=1000.0, soft_min=0.0, soft_max=10.0, default= 1.0),
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IntProperty( attr="pov_radio_count",
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name="Ray Count",
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description="number of rays that are sent out whenever a new radiosity value has to be calculated.",
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min=1, max=1600, default= 35),
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FloatProperty( attr="pov_radio_error_bound",
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name="Error Bound",
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description="one of the two main speed/quality tuning values, lower values are more accurate.",
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min=0.0, max=1000.0, soft_min=0.1, soft_max=10.0, default= 1.8),
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FloatProperty( attr="pov_radio_gray_threshold",
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name="Gray Threshold",
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description="one of the two main speed/quality tuning values, lower values are more accurate.",
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min=0.0, max=1.0, soft_min=0, soft_max=1, default= 0.0),
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FloatProperty( attr="pov_radio_low_error_factor",
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name="Low Error Factor",
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description="If you calculate just enough samples, but no more, you will get an image which has slightly blotchy lighting.",
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min=0.0, max=1.0, soft_min=0.0, soft_max=1.0, default= 0.5),
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# max_sample - not available yet
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BoolProperty( attr="pov_radio_media",
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name="Media",
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description="Radiosity estimation can be affected by media.",
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default= False),
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FloatProperty( attr="pov_radio_minimum_reuse",
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name="Minimum Reuse",
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description="Fraction of the screen width which sets the minimum radius of reuse for each sample point (At values higher than 2% expect errors).",
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min=0.0, max=1.0, soft_min=0.1, soft_max=0.1, default= 0.015),
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IntProperty( attr="pov_radio_nearest_count",
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name="Nearest Count",
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description="Number of old ambient values blended together to create a new interpolated value.",
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min=1, max=20, default= 5),
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BoolProperty( attr="pov_radio_normal",
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name="Normals",
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description="Radiosity estimation can be affected by normals.",
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default= False),
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IntProperty( attr="pov_radio_recursion_limit",
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name="Recursion Limit",
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description="how many recursion levels are used to calculate the diffuse inter-reflection.",
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min=1, max=20, default= 3),
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]
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def draw_header(self, context):
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def draw_header(self, context):
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layout = self.layout
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layout = self.layout
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