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)
This commit is contained in:
Campbell Barton 2009-08-23 18:20:31 +00:00
parent 77ec3a1239
commit bb4f5801d1

@ -635,11 +635,89 @@ def write_pov_ini(filename_ini, filename_pov, filename_image):
file.close() file.close()
# Radiosity panel, use in the scene for now.
FloatProperty= bpy.types.Scene.FloatProperty
IntProperty= bpy.types.Scene.IntProperty
BoolProperty= bpy.types.Scene.BoolProperty
# Not a real pov option, just to know if we should write
BoolProperty( attr="pov_radio_enable",
name="Enable Radiosity",
description="Enable povrays radiosity calculation.",
default= False)
BoolProperty( attr="pov_radio_display_advanced",
name="Advanced Options",
description="Show advanced options.",
default= False)
# Real pov options
FloatProperty( attr="pov_radio_adc_bailout",
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)
BoolProperty( attr="pov_radio_always_sample",
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)
FloatProperty( attr="pov_radio_brightness",
name="Brightness",
description="Ammount 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)
IntProperty( attr="pov_radio_count",
name="Ray Count",
description="number of rays that are sent out whenever a new radiosity value has to be calculated.",
min=1, max=1600, default= 35)
FloatProperty( attr="pov_radio_error_bound",
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)
FloatProperty( attr="pov_radio_gray_threshold",
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)
FloatProperty( attr="pov_radio_low_error_factor",
name="Low Error Factor",
description="If you calculate just enough samples, but no more, you will get an image which has slightly blotchy lighting.",
min=0.0, max=1.0, soft_min=0.0, soft_max=1.0, default= 0.5)
# max_sample - not available yet
BoolProperty( attr="pov_radio_media",
name="Media",
description="Radiosity estimation can be affected by media.",
default= False)
FloatProperty( attr="pov_radio_minimum_reuse",
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)
IntProperty( attr="pov_radio_nearest_count",
name="Nearest Count",
description="Number of old ambient values blended together to create a new interpolated value.",
min=1, max=20, default= 5)
BoolProperty( attr="pov_radio_normal",
name="Normals",
description="Radiosity estimation can be affected by normals.",
default= False)
IntProperty( attr="pov_radio_recursion_limit",
name="Recursion Limit",
description="how many recursion levels are used to calculate the diffuse inter-reflection.",
min=1, max=20, default= 3)
class PovrayRender(bpy.types.RenderEngine): class PovrayRender(bpy.types.RenderEngine):
__idname__ = 'POVRAY_RENDER' __idname__ = 'POVRAY_RENDER'
__label__ = "Povray" __label__ = "Povray"
DELAY = 0.02 DELAY = 0.02
def _export(self, scene): def _export(self, scene):
import tempfile import tempfile
@ -761,11 +839,8 @@ class PovrayRender(bpy.types.RenderEngine):
self._cleanup() self._cleanup()
bpy.types.register(PovrayRender) bpy.types.register(PovrayRender)
# Use some of the existing buttons. # Use some of the existing buttons.
import buttons_scene import buttons_scene
buttons_scene.SCENE_PT_render.COMPAT_ENGINES.add('POVRAY_RENDER') buttons_scene.SCENE_PT_render.COMPAT_ENGINES.add('POVRAY_RENDER')
@ -800,88 +875,9 @@ class RenderButtonsPanel(bpy.types.Panel):
rd = context.scene.render_data rd = context.scene.render_data
return (rd.use_game_engine==False) and (rd.engine in self.COMPAT_ENGINES) return (rd.use_game_engine==False) and (rd.engine in self.COMPAT_ENGINES)
# Radiosity panel, use in the scene for now.
FloatProperty= bpy.props.FloatProperty
IntProperty= bpy.props.IntProperty
BoolProperty= bpy.props.BoolProperty
class SCENE_PT_povray_radiosity(RenderButtonsPanel): class SCENE_PT_povray_radiosity(RenderButtonsPanel):
__label__ = "Radiosity" __label__ = "Radiosity"
COMPAT_ENGINES = set(['POVRAY_RENDER']) COMPAT_ENGINES = set(['POVRAY_RENDER'])
__props__ = [ \
# Not a real pov option, just to know if we should write
BoolProperty( attr="pov_radio_enable",
name="Enable Radiosity",
description="Enable povrays radiosity calculation.",
default= False),
BoolProperty( attr="pov_radio_display_advanced",
name="Advanced Options",
description="Show advanced options.",
default= False),
# Real pov options
FloatProperty( attr="pov_radio_adc_bailout",
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),
BoolProperty( attr="pov_radio_always_sample",
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),
FloatProperty( attr="pov_radio_brightness",
name="Brightness",
description="Ammount 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),
IntProperty( attr="pov_radio_count",
name="Ray Count",
description="number of rays that are sent out whenever a new radiosity value has to be calculated.",
min=1, max=1600, default= 35),
FloatProperty( attr="pov_radio_error_bound",
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),
FloatProperty( attr="pov_radio_gray_threshold",
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),
FloatProperty( attr="pov_radio_low_error_factor",
name="Low Error Factor",
description="If you calculate just enough samples, but no more, you will get an image which has slightly blotchy lighting.",
min=0.0, max=1.0, soft_min=0.0, soft_max=1.0, default= 0.5),
# max_sample - not available yet
BoolProperty( attr="pov_radio_media",
name="Media",
description="Radiosity estimation can be affected by media.",
default= False),
FloatProperty( attr="pov_radio_minimum_reuse",
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),
IntProperty( attr="pov_radio_nearest_count",
name="Nearest Count",
description="Number of old ambient values blended together to create a new interpolated value.",
min=1, max=20, default= 5),
BoolProperty( attr="pov_radio_normal",
name="Normals",
description="Radiosity estimation can be affected by normals.",
default= False),
IntProperty( attr="pov_radio_recursion_limit",
name="Recursion Limit",
description="how many recursion levels are used to calculate the diffuse inter-reflection.",
min=1, max=20, default= 3),
]
def draw_header(self, context): def draw_header(self, context):
layout = self.layout layout = self.layout