GUI: 
Fenêtre Principale/Main window 
Compatibility with megapov and access to post processing
Activating the exportation and the options :
Animation
Global Settings
Textures formats
Dividing data in parts
Recompiling normals
The layers
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Pour Blender 2.23->2.27

Pour Blender 2.28-> et suivants.


Compatibility with megapov and access to post processing


By pushing the button MegaPov0.7 compatibility Povanim offers you the ability to export data in accordance with the Megapov file format, that is to say that the file begins with the line:
#version unofficial MegaPov 0.7;
Once the compatibility choice is made you see a second button that enables you the access to post processing
 These effects are not available in the standard version of Povray and will be studied in a particular page. There are three of them: Find Edges, Posterize and Focal Blur
Recent evolution: Megapov 1.0 et MlPov 0.8
Mlpov0.8 permet de calculer des éclairages avec effets de radiosité en utilisant des images HDRI.
Megapov 1.0 offre une gestion des effets dynamiques et mechaniques de certains objets .
Animation (problèmes avec blender 2.25 et 2.26 ** )

noAnimCamera , désactive l'export de l'animation de la caméra. Donc si la caméra est immobile autant choisir cette option qui devrait évite rla production d'un certain nombre de fichiers.

noAnimMateriel, même fonction pour les matériaux

noAnimLamp, même fonction pour les lampes

doAnim, Active l'exportation de l'animation.

startFrame, indique à partir de quelle image l'animation doit être exportée. Si la valeur est ZERO alors ce sont les paramètres de Blender qui sont pris à la place.

SendFrame, indique l'image de fin d'animation. Cette valeur n'est pas prise en comte si startFrame affiche 0.

ATTENTION !

L'exportation des objets déformés par armature dans Blender 2.25 et 2.26 demande une précaution supplémentaire. En effet, il est nécessaire de garder au moins une fenêtre 3d ouverte pour que les modifications de l'animation soient prises en compte.


Globals Settings

A whole page is dedicated to global settings, click on the picture here above.

Textures formats.

  • Shorter or Longer you have to choose, this option allows you to reduce considerably the number of exported textures for a given object. Each face of a mesh has its own texture, in some cases where the definition of the shape is very precise you can have tens of thousands units. You easily understand that this can congest the memory. The sorting process is pretty long but this choice doesn’t change anything to the appearance; the script only gathers the textures that have exactly the same definition. 
  • Longer, see Shorter. 
Exemple "Shorter"
1,texture{
pigment{average pigment_map{ [PSphere2_col color rgb<0.8,0.8,0.8>*0.8]
[PSphere2_img Sphere2_img]}}finish{Material_fsh}}
Exemple "Longer"
5952, 
texture{pigment{average pigment_map{ [PSphere2_col color rgb<0.8,0.8,0.8>*0.8][PSphere2_img Sphere2_img]}}finish{Material_fsh}}
texture{pigment{average pigment_map{ [PSphere2_col color rgb<0.8,0.8,0.8>*0.8][PSphere2_img Sphere2_img]}}finish{Material_fsh}}
texture{pigment{average pigment_map{ [PSphere2_col color rgb<0.8,0.8,0.8>*0.8][PSphere2_img Sphere2_img]}}finish{Material_fsh}}
texture{pigment{average pigment_map{ [PSphere2_col color rgb<0.8,0.8,0.8>*0.8][PSphere2_img Sphere2_img]}}finish{Material_fsh}}
texture{pigment{average pigment_map{ [PSphere2_col color rgb<0.8,0.8,0.8>*0.8][PSphere2_img Sphere2_img]}}finish{Material_fsh}}
texture{pigment{average pigment_map{ [PSphere2_col color rgb<0.8,0.8,0.8>*0.8][PSphere2_img Sphere2_img]}}finish{Material_fsh}}
texture{pigment{average pigment_map{ [PSphere2_col color rgb<0.8,0.8,0.8>*0.8][PSphere2_img Sphere2_img]}}finish{Material_fsh}}
texture{pigment{average pigment_map{ [PSphere2_col color rgb<0.8,0.8,0.8>*0.8][PSphere2_img Sphere2_img]}}finish{Material_fsh}}
texture{pigment{average pigment_map{ [PSphere2_col color rgb<0.8,0.8,0.8>*0.8][PSphere2_img Sphere2_img]}}finish{Material_fsh}}
texture{pigment{average pigment_map{ [PSphere2_col color rgb<0.8,0.8,0.8>*0.8][PSphere2_img Sphere2_img]}}finish{Material_fsh}}
... //5952 fois le même
    • Pigment_map or texture_map to be chosen, this option allows defining the format in which the blending of the different components of the colour will be made, seeing the example here above.
Exemple "Texture_map"
1, 
texture{
average
texture_map{ 
[PSphere2_col pigment{color rgb<0.8,0.8,0.8>*0.8} finish{Material_fsh}]
[PSphere2_img pigment{Sphere2_img} finish{Material_fsh}]
}}
    • Texture_map or pigment_map to be chosen.  Click the button to enter the setting. A definition of that kind looks like the example here above. This type of format is not very interesting concerning rapidity of rendering but can be useful in particular cases.
    • Text_list should save more storage capability, but this option is not available yet. 
Dividing files in parts

To meet the animation format of Blender it was necessary to divide the Povray files in several parts. This structure offers a good advantage; it allows you to export just one part of the data instead of having to export the whole each time.
  • Currents frame, send you back to the current frame at the end of the exportation. The other way should be to stay in the last processed frame.
  • Main is the main file, in which are defined the global settings and the layers of lights. If you want to adjust some radiosity effects, it is no longer necessary to export the whole current file, although for animation.
  • Camera, Meshes, Materials and Lamps files work like ‘Main’ file without any additional advantage. A next version will probably allow exporting only data separated from a selected object.
  • Format: "Inc", could allow exporting data in the raw text format with a macro to gather them in the Mesh files. It became hard to keep this option in the recent evolution of the script. It will be back again some day...question of time and will.
  • Debug allows activating or deactivating the display of certain data in the console window. 
  •  Expert activate/deactivate the tests made on the extension of files and the presence or not of certain necessary objects. These tests stop the exportation, block it abruptly ; such a thing may be annoying for expert users who of course need the basic structure of exportation but can add and modify what is necessary in order that they won’t be surprised by the povray messages.

 
 

Recompiling the normals

A whole page is dedicated to the recompiling of the normals click on the picture here above.

The layers


 

Tailles de  l'image (> Blender 2.25)


The python API of the blender’s versions equal to or older than the 2.25 don’t allow to identify the size of the picture displayed at render. It is necessary to give this information through the dedicated buttons. As it is easier to choose options in a menu, a selection of standard sizes is offered.

Launching an external  renderer 
The button Render calls povray 3.5, megapov0.7, mlpov 0.8 or megapov1.0 depending on the selection of compatibility you’ve made. The right button indicates the path to reach the executive file.

The name of the software as well as the path is legibly visible in the script. 
 
megapov10Path="G:\\stock_logiciel_et_plugin\\3d\\povray\\megapov\\bin\\"
mlpov08Path="G:\\stock_logiciel_et_plugin\\3d\\povray\\mlpov\\bin\\"
povray35Path="F:\\Program Files\\POV-Ray for Windows v3.5\\bin\\"
megapov07Path="F:\\Program Files\\POV-Ray for Windows v3.1\\bin\\"

megapov10Name="megapov.exe"
megapov07Name="megapov.exe"
mlpov08Name="mlpov.exe"
povray35Name="pvengine.exe"

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