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Sourcecode: yafaray-blender2.5-exporter version File versions  Download package

yafaray_converter.py

# ##### 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 #####

import bpy


def convertObjects(objects):
    problemList = []

    for object in objects:
        problemList += convertObject(object)

    return problemList


def convertObject(obj):
    problemList = []

    props = obj.get("YafRay", None)
    if not props:
        problemList.append("No properties on object {0}".format(obj.name))
        return problemList

    variableDict = dict(
        samples="ml_samples",
        power="ml_power",
        double_sided="ml_double_sided",
        color="ml_color",
        meshlight="ml_enable",
        volume="vol_enable",
        sigma_s="vol_scatter",
        sigma_a="vol_absorp",
        density="vol_density",
        sharpness="vol_sharpness",
        cover="vol_cover",
        a="vol_height",
        b="vol_steepness",
        bgPortalLight="bgp_enable",
        with_caustic="bgp_with_caustic",
        with_diffuse="bgp_with_diffuse",
        photon_only="bgp_photon_only"
        )

    for p in props:
        value = props[p]

        if p in variableDict:
            p = variableDict[p]

        if value == "ExpDensityVolume":
            obj.vol_region = "ExpDensity Volume"
        elif value == "UniformVolume":
            obj.vol_region = "Uniform Volume"
        elif value == "NoiseVolume":
            obj.vol_region = "Noise Volume"

        try:
            if type(value) in {float, int, bool}:
                exec("obj.{0} = {1}".format(p, value))
            elif type(value) in {str}:
                exec("obj.{0} = \"{1}\"".format(p, value))
            else:
                exec("obj.{0} = [{1}, {2}, {3}]".format(p, round(value[0], 3), round(value[1], 3), round(value[2], 3)))
        except:
            problemList.append("Object: Problem inserting: {0}".format(p))

    return problemList


def convertCameras(cameraObjects):
    problemList = []

    for camera in cameraObjects:
        problemList += convertCamera(camera)

    return problemList


def convertCamera(cameraObj):
    problemList = []
    camera = cameraObj.data
    props = cameraObj.get("YafRay", None)
    if not props:
        problemList.append("No properties on camera {0}".format(camera.name))
        return problemList

    camera.camera_type = props["type"]

    variableDict = dict(
        scale="ortho_scale",
        angle="angular_angle")

    for p in props:
        if p == "type":
            continue
        value = props[p]

        if p == "dof_object_focus" and value == 1:
            camera.dof_object = bpy.data.objects[props["dof_object"]]

        if p in variableDict:
            p = variableDict[p]

        try:
            if type(value) in {float, int, bool}:
                exec("camera.{0} = {1}".format(p, value))
            elif type(value) in {str}:
                exec("camera.{0} = \"{1}\"".format(p, value))
            else:
                exec("camera.{0} = [{1}, {2}, {3}]".format(p, round(value[0], 3), round(value[1], 3), round(value[2], 3)))
        except:
            problemList.append("Camera: Problem inserting: {0}".format(p))

    return problemList


def convertLights(lightObjects):
    problemList = []

    for light in lightObjects:
        problemList += convertLight(light)

    return problemList


def convertLight(lightObj):
    problemList = []

    light = lightObj.data

    props = lightObj.get("YafRay", None)
    if not props:
        problemList.append("No properties on light {0}".format(light.name))
        return problemList

    switchLampType = {"Area": "area", "Spot": "spot", "Sun": "sun", "Point": "point", \
                      "IES LIGHT": "ies", "Directional": "sun", "Sphere": "point"}
    light.lamp_type = switchLampType.get(props["type"], "point")

    variableDict = dict(
        samples="yaf_samples",
        radius="shadow_soft_size",
        power="yaf_energy",
        createGeometry="create_geometry",
        iesfile="ies_file",
        iesSamples="yaf_samples",
        iesSoftShadows="ies_soft_shadows",
        SpotSoftShadows="spot_soft_shadows",
        SpotShadowFuzzyness="shadow_fuzzyness",
        SpotSamples="yaf_samples",
        SpotPhotonOnly="photon_only")

    for p in props:
        if p == "type":
            continue

        value = props[p]

        if p in variableDict:
            p = variableDict[p]

        try:
            if type(value) in {float, int, bool}:
                exec("light.{0} = {1}".format(p, value))
            elif type(value) in {str}:
                exec("light.{0} = \"{1}\"".format(p, value))
            else:
                exec("light.{0} = [{1}, {2}, {3}]".format(p, round(value[0], 3), round(value[1], 3), round(value[2], 3)))
        except:
            problemList.append("Light: Problem inserting: {0}".format(p))

    return problemList


def convertTextures(textures):
    problemList = []

    for tex in textures:
        try:
            tex.name = tex.name
        except:
            tex.name = "Problem"
            problemList.append("Renaming texture name to {0}".format(tex.name))

    for tex in textures:
        problemList += convertTexture(tex)

    return problemList


def convertTexture(tex):
    problemList = []

    texType = tex.type

    if texType is not None:
        tex.yaf_tex_type = texType
    else:
        problemList.append("No texture type on texture {0}".format(tex.name))

    return problemList


def convertMaterials(materials):
    problemList = []

    for mat in materials:
        try:
            mat.name = mat.name
        except:
            mat.name = "Problem"
            problemList.append("Renaming mat.name to {0}".format(mat.name))

    for mat in materials:
        problemList += convertMaterial(mat)

    return problemList


def convertMaterial(mat):
    problemList = []

    props = mat.get("YafRay", None)
    if not props:
        problemList.append("No properties on material {0}".format(mat.name))
        return problemList

    materialNames = []
    for item in bpy.data.materials:
        materialNames.append(item.name)

    if props["type"] == "Rough Glass":
        mat.mat_type = "rough_glass"
    else:
        mat.mat_type = props["type"]

    materialList = []
    for item in [m for m in bpy.data.materials if not m.name == mat.name]:
        materialList.append((item.name, item.name, ""))

    variableDict = dict()

    if mat.mat_type in {"glossy", "coated_glossy"}:
        variableDict["color"] = "glossy_color"
        variableDict["IOR"] = "IOR_reflection"
        variableDict["mirror_color"] = "coat_mir_col"

    elif mat.mat_type == "shinydiffusemat":
        variableDict["color"] = "diffuse_color"
        variableDict["diffuse_color"] = ""
        variableDict["IOR"] = "IOR_reflection"

    elif mat.mat_type in {"glass", "rough_glass"}:
        variableDict["color"] = "diffuse_color"
        variableDict["IOR"] = "IOR_refraction"
        variableDict["alpha"] = "refr_roughness"
        variableDict["mirror_color"] = "glass_mir_col"
        variableDict["transmit_filter"] = "glass_transmit"

    for p in props:
        value = props[p]

        if p in variableDict:
            p = variableDict[p]

        if p in {"type", "mask", ""}:
            continue

        if p in {"brdf_type", "brdfType"}:
            if value == "Oren-Nayar":
                mat.brdf_type = "oren-nayar"
            continue

        try:
            if type(value) in {float, int, bool}:
                exec("mat.{0} = {1}".format(p, value))
            elif type(value) in {str}:
                exec("mat.{0} = \"{1}\"".format(p, value))
            else:
                exec("mat.{0} = [{1}, {2}, {3}]".format(p, round(value[0], 3), round(value[1], 3), round(value[2], 3)))
        except:
            problemList.append("Material: Problem inserting: {0}".format(p))

    return problemList


def convertWorld(world):
    problemList = []

    props = world.get("YafRay", None)
    if not props:
        problemList.append("No properties on world")
        return problemList

    switch_bg_Type = {"Single Color": "Single Color", "Gradient": "Gradient", "Texture": "Texture", \
                      "Sunsky": "Sunsky1", "DarkTide's SunSky": "Sunsky2"}
    world.bg_type = switch_bg_Type.get(props["bg_type"], "Single Color")
    world.bg_from = props["from"]

    variableDict = dict(
        color="single_color",
        ibl="use_ibl",
        dsturbidity="ds_turbidity",
        dsadd_sun="add_sun",
        dssun_power="sun_power",
        dsbackground_light="background_light",
        dslight_samples="light_samples",
        dsa="a_var",
        dsb="b_var",
        dsc="c_car",
        dsd="d_var",
        dse="e_var",
        dscolorspace="color_space",
        dspower="dsbright",
        dsexposure="exposure",
        dsgammaenc="gamma_enc",
        volType="v_int_type",
        stepSize="v_int_step_size",
        adaptive="v_int_adaptive",
        optimize="v_int_optimize",
        attgridScale="v_int_attgridres")

    for p in props:
        value = props[p]

        if p in {"bg_type", "from"}:
            continue

        if p in variableDict:
            p = variableDict[p]

        try:
            if type(value) in {float, int, bool}:
                exec("world.bg_{0} = {1}".format(p, value))
            elif type(value) in {str}:
                exec("world.bg_{0} = \"{1}\"".format(p, value))
            else:
                exec("world.bg_{0} = [{1}, {2}, {3}]".format(p, round(value[0], 3), round(value[1], 3), round(value[2], 3)))
        except:
            problemList.append("World: Problem inserting: {0}".format(p))

    return problemList


def convertAASettings(scene):
    problemList = []

    propsDummy = scene.get("YafRay", None)
    if not propsDummy:
        problemList.append("No properties on scene")
        return problemList

    props = propsDummy.get("Renderer", None)

    variableDict = dict(
        filter_type="AA_filter_type",
        AA_minsamples="AA_min_samples")

    for p in props:
        # ignore general and integrator settings
        if p in {"premult", "file_type", "transpShad", "clayRender", "show_perturbed_normals", "fg_samples", \
                 "finalGather", "output_method", "customString", "caustic_radius", "tiles_order", "photons", \
                 "z_channel", "debugType", "autoSave", "cPhotons", "tile_size", "fg_bounces", "AO_samples", "do_AO", \
                 "auto_threads", "clamp_rgb", "diffuseRadius", "autoalpha", "caustics", "search", "no_recursive", \
                 "AO_distance", "threads", "show_sam_pix", "raydepth", "caustic_depth", "path_samples", "shadowDepth", \
                 "drawParams", "bounces", "lightType", "use_background", "causticRadius", "caustic_mix", "AO_color", \
                 "gammaInput", "caustic_type", "show_map", "gamma"}:
            continue

        value = props[p]

        if p in variableDict:
            p = variableDict[p]

        try:
            if type(value) in {float, int, bool}:
                exec("scene.{0} = {1}".format(p, value))
            elif type(value) in {str}:
                exec("scene.{0} = \"{1}\"".format(p, value))
            else:
                exec("scene.{0} = [{1}, {2}, {3}]".format(p, round(value[0], 3), round(value[1], 3), round(value[2], 3)))
        except:
            problemList.append("AA: Problem inserting: {0}".format(p))

    return problemList


def convertGeneralSettings(scene):
    problemList = []

    propsDummy = scene.get("YafRay", None)
    if not propsDummy:
        problemList.append("No properties on scene")
        return problemList

    props = propsDummy.get("Renderer", None)

    switch_output_method = {"GUI": "into_blender", "Image": "file", "XML": "xml"}
    if hasattr(props, "output_method"):
        scene.gs_type_render = switch_output_method.get(props["output_method"], "into_blender")
        if props["output_method"] == "Image":
            switch_file_type = {"TIFF [Tag Image File Format]": "TIFF", "TGA [Truevision TARGA]": "TARGA", \
                                "PNG [Portable Network Graphics]": "PNG", "JPEG [Joint Photographic Experts Group]": "JPEG", \
                                "HDR [Radiance RGBE]": "HDR", "EXR [IL&M OpenEXR]": "OPEN_EXR"}
            scene.img_output = switch_file_type.get(props["file_type"], "PNG")

    variableDict = dict(
        raydepth="ray_depth",
        shadowDepth="shadow_depth",
        gammaInput="gamma_input",
        clayRender="clay_render",
        drawParams="draw_params",
        customString="custom_string",
        transpShad="transp_shad")

    for p in props:
        if p in {"tiles_order", "AA_minsamples", "show_perturbed_normals", "fg_samples", "AA_pixelwidth", "AA_inc_samples", \
                 "finalGather", "output_method", "caustic_radius", "photons", "debugType", "autoSave", "cPhotons", "AA_threshold", \
                 "fg_bounces", "AO_samples", "do_AO", "diffuseRadius", "auto_alpha", "caustics", "search", "filter_type", \
                 "no_recursive", "AO_distance", "AO_passes", "caustic_depth", "path_samples", "bounces", "lightType", "use_background", \
                 "caustic_mix", "AO_color", "caustic_type", "show_map", "causticRadius", "AA_passes", "file_type", "autoalpha"}:
            continue
        value = props[p]

        if p in variableDict:
            p = variableDict[p]

        try:
            if type(value) in {float, int, bool}:
                exec("scene.gs_{0} = {1}".format(p, value))
            elif type(value) in {str}:
                exec("scene.gs_{0} = \"{1}\"".format(p, value))
            else:
                exec("scene.gs_{0} = [{1}, {2}, {3}]".format(p, round(value[0], 3), round(value[1], 3), round(value[2], 3)))
        except:
            problemList.append("GS: Problem inserting: {0}".format(p))

    return problemList


def convertIntegratorSettings(scene):
    problemList = []

    propsDummy = scene.get("YafRay", None)
    if not propsDummy:
        problemList.append("No properties on scene")
        return problemList

    props = propsDummy.get("Renderer", None)

    switchLightType = {"Photon mapping": "Photon Mapping", "Direct lighting": "Direct Lighting", "Pathtracing": "Pathtracing", \
                       "Debug": "Debug", "Bidirectional (EXPERIMENTAL)": "Bidirectional"}

    scene.intg_light_method = switchLightType.get(props["lightType"], "Direct Lighting")

    variableDict = dict(
        cautics="use_caustics",
        do_AO="use_AO",
        diffuseRadius="diffuse_radius",
        finalGather="final_gather",
        use_background="use_bg",
        debugType="debug_type")

    for p in props:
        if p == "lighType":
            continue
        value = props[p]

        if p in variableDict:
            p = variableDict[p]

        try:
            if type(value) in {float, int, bool}:
                exec("scene.intg_{0} = {1}".format(p, value))
            elif type(value) in {str}:
                exec("scene.intg_{0} = \"{1}\"".format(p, value))
            else:
                exec("scene.intg_{0} = [{1}, {2}, {3}]".format(p, round(value[0], 3), round(value[1], 3), round(value[2], 3)))
        except:
            problemList.append("Intg: Problem inserting: {0}".format(p))

    return problemList


def convertSceneSettings(scene):
    problemList = []
    problemList += convertAASettings(scene)
    problemList += convertGeneralSettings(scene)
    problemList += convertIntegratorSettings(scene)
    return problemList


00508 class ConvertYafarayProperties(bpy.types.Operator):
    bl_idname = "data.convert_yafaray_properties"
    bl_label = ""

    def execute(self, context):
        scene = context.scene
        data = context.blend_data

        problemList = []

        problemList += convertTextures(data.textures)
        problemList += convertMaterials(data.materials)
        problemList += convertLights([l for l in data.objects if l.type == "LAMP"])
        problemList += convertCameras([c for c in data.objects if c.type == "CAMERA"])
        problemList += convertWorld(scene.world)
        problemList += convertSceneSettings(scene)
        problemList += convertObjects([o for o in data.objects if o.type == "MESH"])

        print("Problems:")
        for p in problemList:
            print(p)

        return {'FINISHED'}

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