blender-addons/render_povray/nodes.py
Maurice Raybaud e44e5845ee fix: Texture slots for world and materials
fix: Orthographic and perspective camera view angle thanks to Iari Marino
add: some numpy functions to export mesh possibly faster in next version
fix: parametric surfaces much accelerated and now actually usable (max gradient defaults were wrong from the time of their implementation in most pov literature. Thanks to William F. Pokorny for finding this out!
add: very basic "blurry reflection" hack for when using plain official POV
add: push of (as of yet badly formatted) feedback to interactive console
add: POV centric workspace, default when addon is left activated from previous session.
add: Sound signal support on finished render (set from addon preferences)
add: support for pov 3.8 and decremented in a few areas, waiting for the release
add: freestyle interface with convoluted workflow currently but preparing for next release.
fix: commented out Charset feature because POV 3.8 auto detects encoding
fix: a few dot notation look ups aliased and removed
fix: restored some more removed properties from 2.79 ( a few remain to do)
fix: texture mapped specular max value increased
fix: faster defaults for radiosity
fix: many default texture influences switched to 1 because boolean enabling is required anyway so 0 was a bad default
fix: some icons were missing since 2.8
fix: some formatting improvement was started
2020-08-02 00:07:39 +02:00

1370 lines
44 KiB
Python

# ##### 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>
import bpy
from bpy.utils import register_class
from bpy.types import (
Node,
ShaderNodeTree,
CompositorNodeTree,
TextureNodeTree,
#NodeSocket,
Operator,
)
from bpy.props import (
StringProperty,
BoolProperty,
IntProperty,
FloatProperty,
FloatVectorProperty,
EnumProperty,
#PointerProperty,
#CollectionProperty,
)
############### object
class ObjectNodeTree(bpy.types.NodeTree):
'''Povray Material Nodes'''
bl_idname = 'ObjectNodeTree'
bl_label = 'Povray Object Nodes'
bl_icon = 'PLUGIN'
@classmethod
def poll(cls, context):
return context.scene.render.engine == 'POVRAY_RENDER'
@classmethod
def get_from_context(cls, context):
ob = context.active_object
if ob and ob.type not in {'LIGHT'}:
ma = ob.active_material
if ma is not None:
nt_name = ma.node_tree
if nt_name != '':
return nt_name, ma, ma
return (None, None, None)
def update(self):
self.refresh = True
################### output #############################################################################################
class PovrayOutputNode(Node, ObjectNodeTree):
'''Output'''
bl_idname = 'PovrayOutputNode'
bl_label = 'Output'
bl_icon = 'SOUND'
def init(self, context):
self.inputs.new('PovraySocketTexture', "Texture")
def draw_buttons(self, context, layout):
ob=context.object
layout.prop(ob.pov, "object_ior",slider=True)
def draw_buttons_ext(self, context, layout):
ob=context.object
layout.prop(ob.pov, "object_ior",slider=True)
def draw_label(self):
return "Output"
################### material ###########################################################################################
class PovrayTextureNode(Node, ObjectNodeTree):
'''Texture'''
bl_idname = 'PovrayTextureNode'
bl_label = 'Simple texture'
bl_icon = 'SOUND'
def init(self, context):
color=self.inputs.new('PovraySocketColor', "Pigment")
color.default_value=(1,1,1)
normal=self.inputs.new('NodeSocketFloat', "Normal")
normal.hide_value=True
finish=self.inputs.new('NodeSocketVector', "Finish")
finish.hide_value=True
self.outputs.new('PovraySocketTexture', "Texture")
def draw_label(self):
return "Simple texture"
class PovrayFinishNode(Node, ObjectNodeTree):
'''Finish'''
bl_idname = 'PovrayFinishNode'
bl_label = 'Finish'
bl_icon = 'SOUND'
def init(self, context):
self.inputs.new('PovraySocketFloat_0_1', "Emission")
ambient=self.inputs.new('NodeSocketVector', "Ambient")
ambient.hide_value=True
diffuse=self.inputs.new('NodeSocketVector', "Diffuse")
diffuse.hide_value=True
specular=self.inputs.new('NodeSocketVector', "Highlight")
specular.hide_value=True
mirror=self.inputs.new('NodeSocketVector', "Mirror")
mirror.hide_value=True
iridescence=self.inputs.new('NodeSocketVector', "Iridescence")
iridescence.hide_value=True
subsurface=self.inputs.new('NodeSocketVector', "Translucency")
subsurface.hide_value=True
self.outputs.new('NodeSocketVector', "Finish")
def draw_label(self):
return "Finish"
class PovrayDiffuseNode(Node, ObjectNodeTree):
'''Diffuse'''
bl_idname = 'PovrayDiffuseNode'
bl_label = 'Diffuse'
bl_icon = 'SOUND'
def init(self, context):
intensity=self.inputs.new('PovraySocketFloat_0_1', "Intensity")
intensity.default_value=0.8
albedo=self.inputs.new('NodeSocketBool', "Albedo")
albedo.default_value=False
brilliance=self.inputs.new('PovraySocketFloat_0_10', "Brilliance")
brilliance.default_value=1.8
self.inputs.new('PovraySocketFloat_0_1', "Crand")
self.outputs.new('NodeSocketVector', "Diffuse")
def draw_label(self):
return "Diffuse"
class PovrayPhongNode(Node, ObjectNodeTree):
'''Phong'''
bl_idname = 'PovrayPhongNode'
bl_label = 'Phong'
bl_icon = 'SOUND'
def init(self, context):
albedo=self.inputs.new('NodeSocketBool', "Albedo")
intensity=self.inputs.new('PovraySocketFloat_0_1', "Intensity")
intensity.default_value=0.8
phong_size=self.inputs.new('PovraySocketInt_0_256', "Size")
phong_size.default_value=60
metallic=self.inputs.new('PovraySocketFloat_0_1', "Metallic")
self.outputs.new('NodeSocketVector', "Phong")
def draw_label(self):
return "Phong"
class PovraySpecularNode(Node, ObjectNodeTree):
'''Specular'''
bl_idname = 'PovraySpecularNode'
bl_label = 'Specular'
bl_icon = 'SOUND'
def init(self, context):
albedo=self.inputs.new('NodeSocketBool', "Albedo")
intensity=self.inputs.new('PovraySocketFloat_0_1', "Intensity")
intensity.default_value=0.8
roughness=self.inputs.new('PovraySocketFloat_0_1', "Roughness")
roughness.default_value=0.02
metallic=self.inputs.new('PovraySocketFloat_0_1', "Metallic")
self.outputs.new('NodeSocketVector', "Specular")
def draw_label(self):
return "Specular"
class PovrayMirrorNode(Node, ObjectNodeTree):
'''Mirror'''
bl_idname = 'PovrayMirrorNode'
bl_label = 'Mirror'
bl_icon = 'SOUND'
def init(self, context):
color=self.inputs.new('PovraySocketColor', "Color")
color.default_value=(1,1,1)
metallic=self.inputs.new('PovraySocketFloat_0_1', "Metallic")
metallic.default_value=1.0
exponent=self.inputs.new('PovraySocketFloat_0_1', "Exponent")
exponent.default_value=1.0
self.inputs.new('PovraySocketFloat_0_1', "Falloff")
self.inputs.new('NodeSocketBool', "Fresnel")
self.inputs.new('NodeSocketBool', "Conserve energy")
self.outputs.new('NodeSocketVector', "Mirror")
def draw_label(self):
return "Mirror"
class PovrayAmbientNode(Node, ObjectNodeTree):
'''Ambient'''
bl_idname = 'PovrayAmbientNode'
bl_label = 'Ambient'
bl_icon = 'SOUND'
def init(self, context):
self.inputs.new('PovraySocketColor', "Ambient")
self.outputs.new('NodeSocketVector', "Ambient")
def draw_label(self):
return "Ambient"
class PovrayIridescenceNode(Node, ObjectNodeTree):
'''Iridescence'''
bl_idname = 'PovrayIridescenceNode'
bl_label = 'Iridescence'
bl_icon = 'SOUND'
def init(self, context):
amount=self.inputs.new('NodeSocketFloat', "Amount")
amount.default_value=0.25
thickness=self.inputs.new('NodeSocketFloat', "Thickness")
thickness.default_value=1
self.inputs.new('NodeSocketFloat', "Turbulence")
self.outputs.new('NodeSocketVector', "Iridescence")
def draw_label(self):
return "Iridescence"
class PovraySubsurfaceNode(Node, ObjectNodeTree):
'''Subsurface'''
bl_idname = 'PovraySubsurfaceNode'
bl_label = 'Subsurface'
bl_icon = 'SOUND'
def init(self, context):
translucency=self.inputs.new('NodeSocketColor', "Translucency")
translucency.default_value=(0,0,0,1)
energy=self.inputs.new('PovraySocketInt_0_256', "Energy")
energy.default_value=20
self.outputs.new('NodeSocketVector', "Translucency")
def draw_buttons(self, context, layout):
scene=context.scene
layout.prop(scene.pov, "sslt_enable",text="SSLT")
def draw_buttons_ext(self, context, layout):
scene=context.scene
layout.prop(scene.pov, "sslt_enable",text="SSLT")
def draw_label(self):
return "Subsurface"
#####################################################################################################
class PovrayMappingNode(Node, ObjectNodeTree):
'''Mapping'''
bl_idname = 'PovrayMappingNode'
bl_label = 'Mapping'
bl_icon = 'SOUND'
warp_type: EnumProperty(
name="Warp Types",
description="Select the type of warp",
items=( ('cubic', "Cubic", ""), ('cylindrical', "Cylindrical", ""),('planar', "Planar", ""),
('spherical', "Spherical", ""),('toroidal', "Toroidal", ""),
('uv_mapping', "UV", ""),
('NONE', "None", "No indentation")),
default='NONE')
warp_orientation: EnumProperty(
name="Warp Orientation",
description="Select the orientation of warp",
items=(('x', "X", ""), ('y', "Y", ""), ('z', "Z", "")),
default='y')
warp_dist_exp: FloatProperty(
name="Distance exponent",
description="Distance exponent",
min=0.0, max=100.0, default=1.0)
warp_tor_major_radius: FloatProperty(
name="Major radius",
description="Torus is distance from major radius",
min=0.0, max=5.0, default=1.0)
def init(self, context):
self.outputs.new('NodeSocketVector', "Mapping")
def draw_buttons(self, context, layout):
column=layout.column()
column.prop(self,"warp_type",text="Warp type")
if self.warp_type in {'toroidal','spherical','cylindrical','planar'}:
column.prop(self,"warp_orientation",text="Orientation")
column.prop(self,"warp_dist_exp",text="Exponent")
if self.warp_type=='toroidal':
column.prop(self,"warp_tor_major_radius",text="Major R")
def draw_buttons_ext(self, context, layout):
column=layout.column()
column.prop(self,"warp_type",text="Warp type")
if self.warp_type in {'toroidal','spherical','cylindrical','planar'}:
column.prop(self,"warp_orientation",text="Orientation")
column.prop(self,"warp_dist_exp",text="Exponent")
if self.warp_type=='toroidal':
column.prop(self,"warp_tor_major_radius",text="Major R")
def draw_label(self):
return "Mapping"
class PovrayMultiplyNode(Node, ObjectNodeTree):
'''Multiply'''
bl_idname = 'PovrayMultiplyNode'
bl_label = 'Multiply'
bl_icon = 'SOUND'
amount_x : FloatProperty(
name="X",
description="Number of repeats",
min=1.0, max=10000.0, default=1.0)
amount_y : FloatProperty(
name="Y",
description="Number of repeats",
min=1.0, max=10000.0, default=1.0)
amount_z : FloatProperty(
name="Z",
description="Number of repeats",
min=1.0, max=10000.0, default=1.0)
def init(self, context):
self.outputs.new('NodeSocketVector', "Amount")
def draw_buttons(self, context, layout):
column=layout.column()
column.label(text="Amount")
row=column.row(align=True)
row.prop(self,"amount_x")
row.prop(self,"amount_y")
row.prop(self,"amount_z")
def draw_buttons_ext(self, context, layout):
column=layout.column()
column.label(text="Amount")
row=column.row(align=True)
row.prop(self,"amount_x")
row.prop(self,"amount_y")
row.prop(self,"amount_z")
def draw_label(self):
return "Multiply"
class PovrayTransformNode(Node, ObjectNodeTree):
'''Transform'''
bl_idname = 'PovrayTransformNode'
bl_label = 'Transform'
bl_icon = 'SOUND'
def init(self, context):
self.inputs.new('PovraySocketFloatUnlimited', "Translate x")
self.inputs.new('PovraySocketFloatUnlimited', "Translate y")
self.inputs.new('PovraySocketFloatUnlimited', "Translate z")
self.inputs.new('PovraySocketFloatUnlimited', "Rotate x")
self.inputs.new('PovraySocketFloatUnlimited', "Rotate y")
self.inputs.new('PovraySocketFloatUnlimited', "Rotate z")
sX = self.inputs.new('PovraySocketFloatUnlimited', "Scale x")
sX.default_value = 1.0
sY = self.inputs.new('PovraySocketFloatUnlimited', "Scale y")
sY.default_value = 1.0
sZ = self.inputs.new('PovraySocketFloatUnlimited', "Scale z")
sZ.default_value = 1.0
self.outputs.new('NodeSocketVector', "Transform")
def draw_label(self):
return "Transform"
class PovrayValueNode(Node, ObjectNodeTree):
'''Value'''
bl_idname = 'PovrayValueNode'
bl_label = 'Value'
bl_icon = 'SOUND'
def init(self, context):
self.outputs.new('PovraySocketUniversal', "Value")
def draw_label(self):
return "Value"
class PovrayModifierNode(Node, ObjectNodeTree):
'''Modifier'''
bl_idname = 'PovrayModifierNode'
bl_label = 'Modifier'
bl_icon = 'SOUND'
def init(self, context):
turb_x=self.inputs.new('PovraySocketFloat_0_10', "Turb X")
turb_x.default_value=0.1
turb_y=self.inputs.new('PovraySocketFloat_0_10', "Turb Y")
turb_y.default_value=0.1
turb_z=self.inputs.new('PovraySocketFloat_0_10', "Turb Z")
turb_z.default_value=0.1
octaves=self.inputs.new('PovraySocketInt_1_9', "Octaves")
octaves.default_value=1
lambat=self.inputs.new('PovraySocketFloat_0_10', "Lambda")
lambat.default_value=2.0
omega=self.inputs.new('PovraySocketFloat_0_10', "Omega")
omega.default_value=0.5
freq=self.inputs.new('PovraySocketFloat_0_10', "Frequency")
freq.default_value=2.0
self.inputs.new('PovraySocketFloat_0_10', "Phase")
self.outputs.new('NodeSocketVector', "Modifier")
def draw_label(self):
return "Modifier"
class PovrayPigmentNode(Node, ObjectNodeTree):
'''Pigment'''
bl_idname = 'PovrayPigmentNode'
bl_label = 'Color'
def init(self, context):
color = self.inputs.new('PovraySocketColor', "Color")
color.default_value = (1,1,1)
povfilter = self.inputs.new('PovraySocketFloat_0_1', "Filter")
transmit = self.inputs.new('PovraySocketFloat_0_1', "Transmit")
self.outputs.new('NodeSocketColor', "Pigment")
def draw_label(self):
return "Color"
class PovrayColorImageNode(Node, ObjectNodeTree):
'''ColorImage'''
bl_idname = 'PovrayColorImageNode'
bl_label = 'Image map'
map_type: bpy.props.EnumProperty(
name="Map type",
description="",
items=( ('uv_mapping', "UV", ""),
('0', "Planar", "Default planar mapping"),
('1', "Spherical", "Spherical mapping"),
('2', "Cylindrical", "Cylindrical mapping"),
('5', "Torroidal", "Torus or donut shaped mapping")),
default='0')
image: StringProperty(maxlen=1024) # , subtype="FILE_PATH"
interpolate: EnumProperty(
name="Interpolate",
description="Adding the interpolate keyword can smooth the jagged look of a bitmap",
items=(
('2', "Bilinear", "Gives bilinear interpolation"),
('4', "Normalized", "Gives normalized distance"),
),
default='2')
premultiplied: BoolProperty(default=False)
once: BoolProperty(description="Not to repeat", default=False)
def init(self, context):
gamma=self.inputs.new('PovraySocketFloat_000001_10', "Gamma")
gamma.default_value=2.0
transmit=self.inputs.new('PovraySocketFloat_0_1', "Transmit")
povfilter=self.inputs.new('PovraySocketFloat_0_1', "Filter")
mapping=self.inputs.new('NodeSocketVector', "Mapping")
mapping.hide_value=True
transform=self.inputs.new('NodeSocketVector', "Transform")
transform.hide_value=True
modifier=self.inputs.new('NodeSocketVector', "Modifier")
modifier.hide_value=True
self.outputs.new('NodeSocketColor', "Pigment")
def draw_buttons(self, context, layout):
column=layout.column()
im=None
for image in bpy.data.images:
if image.name == self.image:
im=image
split = column.split(factor=0.8,align=True)
split.prop_search(self,"image",context.blend_data,"images",text="")
split.operator("pov.imageopen",text="",icon="FILEBROWSER")
if im is not None:
column.prop(im,"source",text="")
column.prop(self,"map_type",text="")
column.prop(self,"interpolate",text="")
row=column.row()
row.prop(self,"premultiplied",text="Premul")
row.prop(self,"once",text="Once")
def draw_buttons_ext(self, context, layout):
column=layout.column()
im=None
for image in bpy.data.images:
if image.name == self.image:
im=image
split = column.split(factor=0.8,align=True)
split.prop_search(self,"image",context.blend_data,"images",text="")
split.operator("pov.imageopen",text="",icon="FILEBROWSER")
if im is not None:
column.prop(im,"source",text="")
column.prop(self,"map_type",text="")
column.prop(self,"interpolate",text="")
row=column.row()
row.prop(self,"premultiplied",text="Premul")
row.prop(self,"once",text="Once")
def draw_label(self):
return "Image map"
class PovrayBumpMapNode(Node, ObjectNodeTree):
'''BumpMap'''
bl_idname = 'PovrayBumpMapNode'
bl_label = 'Bump map'
bl_icon = 'SOUND'
map_type : bpy.props.EnumProperty(
name="Map type",
description="",
items=(
('uv_mapping', "UV", ""),
('0', "Planar", "Default planar mapping"),
('1', "Spherical", "Spherical mapping"),
('2', "Cylindrical", "Cylindrical mapping"),
('5', "Torroidal", "Torus or donut shaped mapping")
),
default='0')
image : StringProperty(maxlen=1024) # , subtype="FILE_PATH"
interpolate : EnumProperty(
name="Interpolate",
description="Adding the interpolate keyword can smooth the jagged look of a bitmap",
items=(
('2', "Bilinear", "Gives bilinear interpolation"),
('4', "Normalized", "Gives normalized distance"),
),
default='2')
once : BoolProperty(description="Not to repeat", default=False)
def init(self, context):
self.inputs.new('PovraySocketFloat_0_10', "Normal")
mapping=self.inputs.new('NodeSocketVector', "Mapping")
mapping.hide_value=True
transform=self.inputs.new('NodeSocketVector', "Transform")
transform.hide_value=True
modifier=self.inputs.new('NodeSocketVector', "Modifier")
modifier.hide_value=True
normal=self.outputs.new('NodeSocketFloat', "Normal")
normal.hide_value=True
def draw_buttons(self, context, layout):
column=layout.column()
im=None
for image in bpy.data.images:
if image.name == self.image:
im=image
split = column.split(percentage=0.8,align=True)
split.prop_search(self,"image",context.blend_data,"images",text="")
split.operator("pov.imageopen",text="",icon="FILEBROWSER")
if im is not None:
column.prop(im,"source",text="")
column.prop(self,"map_type",text="")
column.prop(self,"interpolate",text="")
column.prop(self,"once",text="Once")
def draw_buttons_ext(self, context, layout):
column=layout.column()
im=None
for image in bpy.data.images:
if image.name == self.image:
im=image
split = column.split(percentage=0.8,align=True)
split.prop_search(self,"image",context.blend_data,"images",text="")
split.operator("pov.imageopen",text="",icon="FILEBROWSER")
if im is not None:
column.prop(im,"source",text="")
column.prop(self,"map_type",text="")
column.prop(self,"interpolate",text="")
column.prop(self,"once",text="Once")
def draw_label(self):
return "Bump Map"
class PovrayImagePatternNode(Node, ObjectNodeTree):
'''ImagePattern'''
bl_idname = 'PovrayImagePatternNode'
bl_label = 'Image pattern'
bl_icon = 'SOUND'
map_type: bpy.props.EnumProperty(
name="Map type",
description="",
items=(
('uv_mapping', "UV", ""),
('0', "Planar", "Default planar mapping"),
('1', "Spherical", "Spherical mapping"),
('2', "Cylindrical", "Cylindrical mapping"),
('5', "Torroidal", "Torus or donut shaped mapping"),
),
default='0')
image: StringProperty(maxlen=1024) # , subtype="FILE_PATH"
interpolate: EnumProperty(
name="Interpolate",
description="Adding the interpolate keyword can smooth the jagged look of a bitmap",
items=(
('2', "Bilinear", "Gives bilinear interpolation"),
('4', "Normalized", "Gives normalized distance"),
),
default='2')
premultiplied: BoolProperty(default=False)
once: BoolProperty(description="Not to repeat", default=False)
use_alpha: BoolProperty(default=True)
def init(self, context):
gamma=self.inputs.new('PovraySocketFloat_000001_10', "Gamma")
gamma.default_value=2.0
self.outputs.new('PovraySocketPattern', "Pattern")
def draw_buttons(self, context, layout):
column=layout.column()
im=None
for image in bpy.data.images:
if image.name == self.image:
im=image
split = column.split(factor=0.8,align=True)
split.prop_search(self,"image",context.blend_data,"images",text="")
split.operator("pov.imageopen",text="",icon="FILEBROWSER")
if im is not None:
column.prop(im,"source",text="")
column.prop(self,"map_type",text="")
column.prop(self,"interpolate",text="")
row=column.row()
row.prop(self,"premultiplied",text="Premul")
row.prop(self,"once",text="Once")
column.prop(self,"use_alpha",text="Use alpha")
def draw_buttons_ext(self, context, layout):
column=layout.column()
im=None
for image in bpy.data.images:
if image.name == self.image:
im=image
split = column.split(factor=0.8,align=True)
split.prop_search(self,"image",context.blend_data,"images",text="")
split.operator("pov.imageopen",text="",icon="FILEBROWSER")
if im is not None:
column.prop(im,"source",text="")
column.prop(self,"map_type",text="")
column.prop(self,"interpolate",text="")
row=column.row()
row.prop(self,"premultiplied",text="Premul")
row.prop(self,"once",text="Once")
def draw_label(self):
return "Image pattern"
class ShaderPatternNode(Node, ObjectNodeTree):
'''Pattern'''
bl_idname = 'ShaderPatternNode'
bl_label = 'Other patterns'
pattern : EnumProperty(
name="Pattern",
description="Agate, Crackle, Gradient, Pavement, Spiral, Tiling",
items=(('agate', "Agate", ""),('crackle', "Crackle", ""),('gradient', "Gradient", ""),
('pavement', "Pavement", ""),
('spiral1', "Spiral 1", ""),
('spiral2', "Spiral 2", ""),
('tiling', "Tiling", "")),
default='agate')
agate_turb : FloatProperty(
name="Agate turb",
description="Agate turbulence",
min=0.0, max=100.0, default=0.5)
crackle_form_x : FloatProperty(
name="X",
description="Form vector X",
min=-150.0, max=150.0, default=-1)
crackle_form_y : FloatProperty(
name="Y",
description="Form vector Y",
min=-150.0, max=150.0, default=1)
crackle_form_z : FloatProperty(
name="Z",
description="Form vector Z",
min=-150.0, max=150.0, default=0)
crackle_metric : FloatProperty(
name="Metric",
description="Crackle metric",
min=0.0, max=150.0, default=1)
crackle_solid : BoolProperty(
name="Solid",
description="Crackle solid",
default=False)
spiral_arms : FloatProperty(
name="Number",
description="",
min=0.0, max=256.0, default=2.0)
tiling_number : IntProperty(
name="Number",
description="",
min=1, max=27, default=1)
gradient_orient : EnumProperty(
name="Orient",
description="",
items=(('x', "X", ""),
('y', "Y", ""),
('z', "Z", "")),
default='x')
def init(self, context):
pat = self.outputs.new('PovraySocketPattern', "Pattern")
def draw_buttons(self, context, layout):
layout.prop(self, "pattern",text="")
if self.pattern=='agate':
layout.prop(self, "agate_turb")
if self.pattern=='crackle':
layout.prop(self, "crackle_metric")
layout.prop(self, "crackle_solid")
layout.label(text="Form:")
layout.prop(self, "crackle_form_x")
layout.prop(self, "crackle_form_y")
layout.prop(self, "crackle_form_z")
if self.pattern in {"spiral1","spiral2"}:
layout.prop(self, "spiral_arms")
if self.pattern in {'tiling'}:
layout.prop(self, "tiling_number")
if self.pattern in {'gradient'}:
layout.prop(self, "gradient_orient")
def draw_buttons_ext(self, context, layout):
pass
def draw_label(self):
return "Other patterns"
class ShaderTextureMapNode(Node, ObjectNodeTree):
'''Texture Map'''
bl_idname = 'ShaderTextureMapNode'
bl_label = 'Texture map'
brick_size_x: FloatProperty(
name="X",
description="",
min=0.0000, max=1.0000, default=0.2500)
brick_size_y: FloatProperty(
name="Y",
description="",
min=0.0000, max=1.0000, default=0.0525)
brick_size_z: FloatProperty(
name="Z",
description="",
min=0.0000, max=1.0000, default=0.1250)
brick_mortar: FloatProperty(
name="Mortar",
description="Mortar",
min=0.000, max=1.500, default=0.01)
def init(self, context):
mat = bpy.context.object.active_material
self.inputs.new('PovraySocketPattern', "")
color = self.inputs.new('NodeSocketColor', "Color ramp")
color.hide_value = True
for i in range(0,4):
transform=self.inputs.new('PovraySocketTransform', "Transform")
transform.hide_value=True
number = mat.pov.inputs_number
for i in range(number):
self.inputs.new('PovraySocketTexture', "%s"%i)
self.outputs.new('PovraySocketTexture', "Texture")
def draw_buttons(self, context, layout):
if self.inputs[0].default_value =='brick':
layout.prop(self, "brick_mortar")
layout.label(text="Brick size:")
layout.prop(self, "brick_size_x")
layout.prop(self, "brick_size_y")
layout.prop(self, "brick_size_z")
def draw_buttons_ext(self, context, layout):
if self.inputs[0].default_value =='brick':
layout.prop(self, "brick_mortar")
layout.label(text="Brick size:")
layout.prop(self, "brick_size_x")
layout.prop(self, "brick_size_y")
layout.prop(self, "brick_size_z")
def draw_label(self):
return "Texture map"
class ShaderNormalMapNode(Node, ObjectNodeTree):
'''Normal Map'''
bl_idname = 'ShaderNormalMapNode'
bl_label = 'Normal map'
brick_size_x : FloatProperty(
name="X",
description="",
min=0.0000, max=1.0000, default=0.2500)
brick_size_y : FloatProperty(
name="Y",
description="",
min=0.0000, max=1.0000, default=0.0525)
brick_size_z : FloatProperty(
name="Z",
description="",
min=0.0000, max=1.0000, default=0.1250)
brick_mortar : FloatProperty(
name="Mortar",
description="Mortar",
min=0.000, max=1.500, default=0.01)
def init(self, context):
self.inputs.new('PovraySocketPattern', "")
normal = self.inputs.new('PovraySocketFloat_10', "Normal")
slope = self.inputs.new('PovraySocketMap', "Slope map")
for i in range(0,4):
transform=self.inputs.new('PovraySocketTransform', "Transform")
transform.hide_value=True
self.outputs.new('PovraySocketNormal', "Normal")
def draw_buttons(self, context, layout):
#for i, inp in enumerate(self.inputs):
if self.inputs[0].default_value =='brick':
layout.prop(self, "brick_mortar")
layout.label(text="Brick size:")
layout.prop(self, "brick_size_x")
layout.prop(self, "brick_size_y")
layout.prop(self, "brick_size_z")
def draw_buttons_ext(self, context, layout):
if self.inputs[0].default_value =='brick':
layout.prop(self, "brick_mortar")
layout.label(text="Brick size:")
layout.prop(self, "brick_size_x")
layout.prop(self, "brick_size_y")
layout.prop(self, "brick_size_z")
def draw_label(self):
return "Normal map"
class ShaderNormalMapEntryNode(Node, ObjectNodeTree):
'''Normal Map Entry'''
bl_idname = 'ShaderNormalMapEntryNode'
bl_label = 'Normal map entry'
def init(self, context):
self.inputs.new('PovraySocketFloat_0_1', "Stop")
self.inputs.new('PovraySocketFloat_0_1', "Gray")
def draw_label(self):
return "Normal map entry"
class IsoPropsNode(Node, CompositorNodeTree):
'''ISO Props'''
bl_idname = 'IsoPropsNode'
bl_label = 'Iso'
node_label : StringProperty(maxlen=1024)
def init(self, context):
ob = bpy.context.object
self.node_label = ob.name
textName = ob.pov.function_text
if textName:
text = bpy.data.texts[textName]
for line in text.lines:
split = line.body.split()
if split[0] == "#declare":
socket = self.inputs.new('NodeSocketFloat', "%s"%split[1])
value = split[3].split(";")
value = value[0]
socket.default_value=float(value)
def draw_label(self):
return self.node_label
class PovrayFogNode(Node, CompositorNodeTree):
'''Fog settings'''
bl_idname = 'PovrayFogNode'
bl_label = 'Fog'
def init(self, context):
color=self.inputs.new('NodeSocketColor', "Color")
color.default_value=(0.7,0.7,0.7,0.25)
self.inputs.new('PovraySocketFloat_0_1', "Filter")
distance = self.inputs.new('NodeSocketInt', "Distance")
distance.default_value=150
self.inputs.new('NodeSocketBool', "Ground")
fog_offset=self.inputs.new('NodeSocketFloat', "Offset")
fog_alt=self.inputs.new('NodeSocketFloat', "Altitude")
turb = self.inputs.new('NodeSocketVector', "Turbulence")
turb_depth=self.inputs.new('PovraySocketFloat_0_10', "Depth")
turb_depth.default_value=0.5
octaves=self.inputs.new('PovraySocketInt_1_9', "Octaves")
octaves.default_value=5
lambdat=self.inputs.new('PovraySocketFloat_0_10', "Lambda")
lambdat.default_value=1.25
omega=self.inputs.new('PovraySocketFloat_0_10', "Omega")
omega.default_value=0.35
translate = self.inputs.new('NodeSocketVector', "Translate")
rotate = self.inputs.new('NodeSocketVector', "Rotate")
scale = self.inputs.new('NodeSocketVector', "Scale")
scale.default_value=(1,1,1)
def draw_label(self):
return "Fog"
class PovraySlopeNode(Node, TextureNodeTree):
'''Output'''
bl_idname = 'PovraySlopeNode'
bl_label = 'Slope Map'
def init(self, context):
self.use_custom_color = True
self.color = (0,0.2,0)
slope = self.inputs.new('PovraySocketSlope', "0")
slope = self.inputs.new('PovraySocketSlope', "1")
slopemap = self.outputs.new('PovraySocketMap', "Slope map")
output.hide_value = True
def draw_buttons(self, context, layout):
layout.operator("pov.nodeinputadd")
row = layout.row()
row.label(text='Value')
row.label(text='Height')
row.label(text='Slope')
def draw_buttons_ext(self, context, layout):
layout.operator("pov.nodeinputadd")
row = layout.row()
row.label(text='Value')
row.label(text='Height')
row.label(text='Slope')
def draw_label(self):
return "Slope Map"
######################################## Texture nodes ###############################
class TextureOutputNode(Node, TextureNodeTree):
'''Output'''
bl_idname = 'TextureOutputNode'
bl_label = 'Color Map'
def init(self, context):
tex = bpy.context.object.active_material.active_texture
num_sockets = int(tex.pov.density_lines/32)
for i in range(num_sockets):
color = self.inputs.new('NodeSocketColor', "%s"%i)
color.hide_value = True
def draw_buttons(self, context, layout):
layout.label(text="Color Ramps:")
def draw_label(self):
return "Color Map"
##################################################################################
#################################Operators########################################
##################################################################################
class NODE_OT_iso_add(Operator):
bl_idname = "pov.nodeisoadd"
bl_label = "Create iso props"
def execute(self, context):
ob = bpy.context.object
if bpy.context.scene.use_nodes == False:
bpy.context.scene.use_nodes = True
tree = bpy.context.scene.node_tree
for node in tree.nodes:
if node.bl_idname == "IsoPropsNode" and node.label == ob.name:
tree.nodes.remove(node)
isonode = tree.nodes.new('IsoPropsNode')
isonode.location = (0,0)
isonode.label = ob.name
return {'FINISHED'}
class NODE_OT_map_create(Operator):
bl_idname = "node.map_create"
bl_label = "Create map"
def execute(self, context):
x = y = 0
space = context.space_data
tree = space.edit_tree
for node in tree.nodes:
if node.select == True:
x,y = node.location
node.select=False
tmap = tree.nodes.new('ShaderTextureMapNode')
tmap.location = (x - 200,y)
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
return wm.invoke_props_dialog(self)
def draw(self, context):
layout = self.layout
mat = context.object.active_material
layout.prop(mat.pov,"inputs_number")
class NODE_OT_povray_node_texture_map_add(Operator):
bl_idname = "pov.nodetexmapadd"
bl_label = "Texture map"
def execute(self, context):
tree=bpy.context.object.active_material.node_tree
tmap = tree.nodes.active
bpy.context.object.active_material.node_tree.nodes.active=tmap
el=tmap.color_ramp.elements.new(0.5)
for el in tmap.color_ramp.elements:
el.color=(0,0,0,1)
for inp in tmap.inputs:
tmap.inputs.remove(inp)
for outp in tmap.outputs:
tmap.outputs.remove(outp)
pattern=tmap.inputs.new('NodeSocketVector', "Pattern")
pattern.hide_value=True
for i in range(0,3):
tmap.inputs.new('NodeSocketColor', "Shader")
tmap.outputs.new('NodeSocketShader', "BSDF")
tmap.label="Texture Map"
return {'FINISHED'}
class NODE_OT_povray_node_output_add(Operator):
bl_idname = "pov.nodeoutputadd"
bl_label = "Output"
def execute(self, context):
tree=bpy.context.object.active_material.node_tree
tmap = tree.nodes.new('ShaderNodeOutputMaterial')
bpy.context.object.active_material.node_tree.nodes.active=tmap
for inp in tmap.inputs:
tmap.inputs.remove(inp)
tmap.inputs.new('NodeSocketShader', "Surface")
tmap.label="Output"
return {'FINISHED'}
class NODE_OT_povray_node_layered_add(Operator):
bl_idname = "pov.nodelayeredadd"
bl_label = "Layered material"
def execute(self, context):
tree=bpy.context.object.active_material.node_tree
tmap = tree.nodes.new('ShaderNodeAddShader')
bpy.context.object.active_material.node_tree.nodes.active=tmap
tmap.label="Layered material"
return {'FINISHED'}
class NODE_OT_povray_input_add(Operator):
bl_idname = "pov.nodeinputadd"
bl_label = "Add entry"
def execute(self, context):
node=bpy.context.object.active_material.node_tree.nodes.active
if node.type in {'VALTORGB'}:
number=1
for inp in node.inputs:
if inp.type=='SHADER':
number+=1
node.inputs.new('NodeSocketShader', "%s"%number)
els=node.color_ramp.elements
pos1=els[len(els)-1].position
pos2=els[len(els)-2].position
pos=(pos1-pos2)/2+pos2
el=els.new(pos)
if node.bl_idname == 'PovraySlopeNode':
number=len(node.inputs)
node.inputs.new('PovraySocketSlope', "%s"%number)
return {'FINISHED'}
class NODE_OT_povray_input_remove(Operator):
bl_idname = "pov.nodeinputremove"
bl_label = "Remove input"
def execute(self, context):
node=bpy.context.object.active_material.node_tree.nodes.active
if node.type in {'VALTORGB','ADD_SHADER'}:
number=len(node.inputs)-1
if number > 5:
inp=node.inputs[number]
node.inputs.remove(inp)
if node.type in {'VALTORGB'}:
els=node.color_ramp.elements
number=len(els)-2
el=els[number]
els.remove(el)
return {'FINISHED'}
class NODE_OT_povray_image_open(Operator):
bl_idname = "pov.imageopen"
bl_label = "Open"
filepath: StringProperty(
name="File Path",
description="Open image",
maxlen=1024,
subtype='FILE_PATH',
)
def invoke(self, context, event):
context.window_manager.fileselect_add(self)
return {'RUNNING_MODAL'}
def execute(self, context):
im=bpy.data.images.load(self.filepath)
node=context.object.active_material.node_tree.nodes.active
node.image = im.name
return {'FINISHED'}
# class TEXTURE_OT_povray_open_image(Operator):
# bl_idname = "pov.openimage"
# bl_label = "Open Image"
# filepath = StringProperty(
# name="File Path",
# description="Open image",
# maxlen=1024,
# subtype='FILE_PATH',
# )
# def invoke(self, context, event):
# context.window_manager.fileselect_add(self)
# return {'RUNNING_MODAL'}
# def execute(self, context):
# im=bpy.data.images.load(self.filepath)
# tex = context.texture
# tex.pov.image = im.name
# view_layer = context.view_layer
# view_layer.update()
# return {'FINISHED'}
class PovrayPatternNode(Operator):
bl_idname = "pov.patternnode"
bl_label = "Pattern"
add=True
def execute(self, context):
space = context.space_data
tree = space.edit_tree
for node in tree.nodes:
node.select=False
if self.add==True:
tmap = tree.nodes.new('ShaderNodeValToRGB')
tmap.label="Pattern"
for inp in tmap.inputs:
tmap.inputs.remove(inp)
for outp in tmap.outputs:
tmap.outputs.remove(outp)
pattern = tmap.inputs.new('PovraySocketPattern', "Pattern")
pattern.hide_value = True
mapping=tmap.inputs.new('NodeSocketVector', "Mapping")
mapping.hide_value=True
transform=tmap.inputs.new('NodeSocketVector', "Transform")
transform.hide_value=True
modifier=tmap.inputs.new('NodeSocketVector', "Modifier")
modifier.hide_value=True
for i in range(0,2):
tmap.inputs.new('NodeSocketShader', "%s"%(i+1))
tmap.outputs.new('NodeSocketShader', "Material")
tmap.outputs.new('NodeSocketColor', "Color")
tree.nodes.active=tmap
self.add=False
aNode=tree.nodes.active
aNode.select=True
v2d = context.region.view2d
x, y = v2d.region_to_view(self.x, self.y)
aNode.location = (x, y)
def modal(self, context, event):
if event.type == 'MOUSEMOVE':
self.x = event.mouse_region_x
self.y = event.mouse_region_y
self.execute(context)
return {'RUNNING_MODAL'}
elif event.type == 'LEFTMOUSE':
return {'FINISHED'}
elif event.type in ('RIGHTMOUSE', 'ESC'):
return {'CANCELLED'}
return {'RUNNING_MODAL'}
def invoke(self, context, event):
context.window_manager.modal_handler_add(self)
return {'RUNNING_MODAL'}
class UpdatePreviewMaterial(Operator):
'''Operator update preview material'''
bl_idname = "node.updatepreview"
bl_label = "Update preview"
def execute(self, context):
scene=context.view_layer
ob=context.object
for obj in scene.objects:
if obj != ob:
scene.objects.active = ob
break
scene.objects.active = ob
def modal(self, context, event):
if event.type == 'RIGHTMOUSE':
self.execute(context)
return {'FINISHED'}
return {'PASS_THROUGH'}
def invoke(self, context, event):
context.window_manager.modal_handler_add(self)
return {'RUNNING_MODAL'}
class UpdatePreviewKey(Operator):
'''Operator update preview keymap'''
bl_idname = "wm.updatepreviewkey"
bl_label = "Activate RMB"
@classmethod
def poll(cls, context):
conf = context.window_manager.keyconfigs.active
mapstr = "Node Editor"
map = conf.keymaps[mapstr]
try:
map.keymap_items["node.updatepreview"]
return False
except:
return True
def execute(self, context):
conf = context.window_manager.keyconfigs.active
mapstr = "Node Editor"
map = conf.keymaps[mapstr]
map.keymap_items.new("node.updatepreview",type='RIGHTMOUSE',value="PRESS")
return {'FINISHED'}
classes = (
ObjectNodeTree,
PovrayOutputNode,
PovrayTextureNode,
PovrayFinishNode,
PovrayDiffuseNode,
PovrayPhongNode,
PovraySpecularNode,
PovrayMirrorNode,
PovrayAmbientNode,
PovrayIridescenceNode,
PovraySubsurfaceNode,
PovrayMappingNode,
PovrayMultiplyNode,
PovrayTransformNode,
PovrayValueNode,
PovrayModifierNode,
PovrayPigmentNode,
PovrayColorImageNode,
PovrayBumpMapNode,
PovrayImagePatternNode,
ShaderPatternNode,
ShaderTextureMapNode,
ShaderNormalMapNode,
ShaderNormalMapEntryNode,
IsoPropsNode,
PovrayFogNode,
PovraySlopeNode,
TextureOutputNode,
NODE_OT_iso_add,
NODE_OT_map_create,
NODE_OT_povray_node_texture_map_add,
NODE_OT_povray_node_output_add,
NODE_OT_povray_node_layered_add,
NODE_OT_povray_input_add,
NODE_OT_povray_input_remove,
NODE_OT_povray_image_open,
PovrayPatternNode,
UpdatePreviewMaterial,
UpdatePreviewKey,
)
def register():
#from bpy.utils import register_class
for cls in classes:
register_class(cls)
def unregister():
from bpy.utils import unregister_class
for cls in classes:
unregister_class(cls)