Permalink
Browse files

Looks like the changes made by Rore, that I subsequently added to, br…

…oke the animation export. Until I figure out why I'll re-instate the last version where everything was working right.
  • Loading branch information...
geneome committed Mar 18, 2008
1 parent 8e55e51 commit 15fa9c6cc6729934181bb877e67f1d1c13679f89
Showing with 35 additions and 39 deletions.
  1. +35 −39 exporters/blender/sunflow_export.py
@@ -1,14 +1,14 @@
#!BPY
"""
-Name: 'Sunflow Exporter 1.4.20 (.sc)...'
+Name: 'Sunflow Exporter 1.4.18 (.sc)...'
Blender: 2.45
Group: 'Export'
Tip: 'Export to a Sunflow Scene File'
-Version : 1.4.20 (January 2008)
+Version : 1.4.18 (January 2008)
Author : R Lindsay (hayfever) / Christopher Kulla / MADCello /
- olivS / Eugene Reilly / Heavily Tessellated / Humfred / Rore
+ olivS / Eugene Reilly / Heavily Tessellated / Humfred
Description : Export to Sunflow renderer http://sunflow.sourceforge.net/
Usage : See how to use the script at http://sunflow.sourceforge.net/phpbb2/viewtopic.php?t=125
@@ -98,7 +98,7 @@
## start of export ##
print "\n\n"
-print "blend2sunflow v1.4.20"
+print "blend2sunflow v1.4.18"
## Default values of buttons ##
def default_values():
@@ -110,7 +110,7 @@ def default_values():
IRRSPACEMIN, IRRSPACEMAX, USEGLOBALS, gPHOTONNUMBER, gPHOTONMAP, gPHOTONESTIMATE, gPHOTONRADIUS, PATHTRACE,\
PATHSAMPLES, VIEWCAUSTICS, VIEWGLOBALS, VIEWGI, OCCLUSION, OCCBRIGHT, OCCDARK, OCCSAMPLES, OCCDIST,\
SHADTYPE, QUICKOPT, IPR, EXP_ANIM, DEPTH_DIFF, DEPTH_REFL, DEPTH_REFR, NOGI, NOCAUSTICS, QUICKOCC, QOCCDIST,\
- NOGUI, SMALLMESH, IMGFILTERLIST, BUCKETTYPELIST, PHOTONMAPLIST, gPHOTONMAPLIST, FAKEAMB, FAMBSKY, FAMBGROUND, NOGEOM
+ NOGUI, SMALLMESH, IMGFILTERLIST, BUCKETTYPELIST, PHOTONMAPLIST, gPHOTONMAPLIST, FAKEAMB, FAMBSKY, FAMBGROUND
FILETYPE = Draw.Create(1)
@@ -208,8 +208,7 @@ def default_values():
QOCCDIST = Draw.Create(0.5)
NOGUI = Draw.Create(0)
SMALLMESH = Draw.Create(0)
- NOGEOM = Draw.Create(0)
-
+
## Lists ##
IMGFILTERLIST = ["box", "gaussian", "mitchell", "triangle", "catmull-rom", "blackman-harris", "sinc", "lanczos"]
BUCKETTYPELIST = ["hilbert", "spiral", "column", "row", "diagonal", "random"]
@@ -1509,7 +1508,6 @@ def exportfile(filename):
public void build() {
parse("%s" + ".settings.sc");
parse("%s" + "." + getCurrentFrame() + ".sc");
- parse("%s" + "." + getCurrentFrame() + ".geo.sc");
}
""" % (base, base))
@@ -1554,23 +1552,22 @@ def exportfile(filename):
if ANIM == 0:
FILE.write("\n\ninclude \"%s\"\n" % (os.path.basename(filename).replace(".sc", ".geo.sc")))
FILE.close()
- if NOGEOM.val == 0:
## open geo file
- filename = filename.replace(".sc", ".geo.sc")
- print "Exporting geometry to: %s" % (filename)
- FILE = open(filename, 'wb')
-
- for object in OBJECTS:
- if object.users > 1 and object.layers[0] in LAYERS:
- if object.getType() == 'Mesh' or object.getType() == 'Surf':
- if not object.name.startswith("meshlight"):
- export_geometry(object)
-
- for object in OBJECTS:
- if object.users > 1 and object.layers[0] in LAYERS:
- if object.getType() == 'Empty':
- export_geometry(object)
- FILE.close()
+ filename = filename.replace(".sc", ".geo.sc")
+ print "Exporting geometry to: %s" % (filename)
+ FILE = open(filename, 'wb')
+
+ for object in OBJECTS:
+ if object.users > 1 and object.layers[0] in LAYERS:
+ if object.getType() == 'Mesh' or object.getType() == 'Surf':
+ if not object.name.startswith("meshlight"):
+ export_geometry(object)
+
+ for object in OBJECTS:
+ if object.users > 1 and object.layers[0] in LAYERS:
+ if object.getType() == 'Empty':
+ export_geometry(object)
+ FILE.close()
if ANIM == 1:
CTX.currentFrame(orig_frame)
@@ -2281,32 +2278,31 @@ def drawShad():
## Draw export and render options settings ##
def drawRender():
- global EXPORT, RENDER, NOGEOM, SMALLMESH, NOGI, NOGUI, NOCAUSTICS, QUICKUV, QUICKNORM, QUICKID, QUICKPRIMS, QUICKGRAY, QUICKWIRE, QUICKOCC, QOCCDIST, FILETYPE, DEPTH_DIFF, DEPTH_REFL, DEPTH_REFR, QUICKOPT, EXP_ANIM, IPR, BUCKETSIZE, BUCKETTYPE, REVERSE
- col=10; line=350; BGL.glRasterPos2i(col, line); Draw.Text("Rendering actions:")
- col=10; line=325; EXPORT=Draw.Button("Export .sc", EXP_EVT, col, line, 140, 18, "Export the scene to .sc file")
+ global EXPORT, RENDER, SMALLMESH, NOGI, NOGUI, NOCAUSTICS, QUICKUV, QUICKNORM, QUICKID, QUICKPRIMS, QUICKGRAY, QUICKWIRE, QUICKOCC, QOCCDIST, FILETYPE, DEPTH_DIFF, DEPTH_REFL, DEPTH_REFR, QUICKOPT, EXP_ANIM, IPR, BUCKETSIZE, BUCKETTYPE, REVERSE
+ col=10; line=325; BGL.glRasterPos2i(col, line); Draw.Text("Rendering actions:")
+ col=10; line=300; EXPORT=Draw.Button("Export .sc", EXP_EVT, col, line, 140, 18, "Export the scene to .sc file")
col=160; RENDER=Draw.Button("Render exported", REND_EVT, col, line, 130, 18, "Render it (Export a .sc file first)")
col=300; FILETYPE=Draw.Menu("%tFile type|png|tga|hdr|exr|igi", FILE_TYPE, col, line, 85, 18, FILETYPE.val)
- col=10; line=300; BGL.glRasterPos2i(col, line); Draw.Text("Export options:")
- col=10; line=275; EXP_ANIM=Draw.Toggle("Export As Animation", 2, col, line, 140, 18, EXP_ANIM.val, "Export the scene as animation")
- col=160; NOGEOM=Draw.Toggle("Export No Geometry", 2, col, line, 140, 18, NOGEOM.val, "Export the scene to .sc file without geometry")
- col=10; line=255; BGL.glRasterPos2i(col, line); Draw.Text("Max raytrace depths:")
- col=10; line=230; DEPTH_DIFF=Draw.Number("Diffuse Depth", 2, col, line, 125, 18, DEPTH_DIFF.val, 1, 100)
+ col=10; line=280; BGL.glRasterPos2i(col, line); Draw.Text("Max raytrace depths:")
+ col=10; line=255; DEPTH_DIFF=Draw.Number("Diffuse Depth", 2, col, line, 125, 18, DEPTH_DIFF.val, 1, 100)
col=150; DEPTH_REFL=Draw.Number("Reflection Depth", 2, col, line, 125, 18, DEPTH_REFL.val, 1, 100)
col=290; DEPTH_REFR=Draw.Number("Refraction Depth", 2, col, line, 125, 18, DEPTH_REFR.val, 1, 100)
- col=10; line=210; BGL.glRasterPos2i(col, line); Draw.Text("Bucket Order:")
- col=10; line=185; BUCKETSIZE=Draw.Number("Bucket Size", 2, col, line, 125, 18, BUCKETSIZE.val, 8, 64)
+ col=10; line=240; BGL.glRasterPos2i(col, line); Draw.Text("Bucket Order:")
+ col=10; line=215; BUCKETSIZE=Draw.Number("Bucket Size", 2, col, line, 125, 18, BUCKETSIZE.val, 8, 64)
col=150; BUCKETTYPE=Draw.Menu("%tBucket Order|hilbert (default)|spiral|column|row|diagonal|random", BUCKET_EVENT, col, line, 125, 18, BUCKETTYPE.val)
col=290; REVERSE=Draw.Toggle("Reverse Order", 2, col, line, 125, 18, REVERSE.val, "Use reverse bucket order")
- col=10; line=165; BGL.glRasterPos2i(col, line); Draw.Text("Rendering options:")
- col=10; line=140; SMALLMESH=Draw.Toggle("Small mesh", 2, col, line, 85, 18, SMALLMESH.val, "Load triangle meshes using triangles optimized for memory use")
+ col=10; line=195; BGL.glRasterPos2i(col, line); Draw.Text("Rendering options:")
+ col=10; line=170; SMALLMESH=Draw.Toggle("Small mesh", 2, col, line, 85, 18, SMALLMESH.val, "Load triangle meshes using triangles optimized for memory use")
col=100; NOGI=Draw.Toggle("No GI", 2, col, line, 85, 18, NOGI.val, "Disable any global illumination engines in the scene")
col=190; NOCAUSTICS=Draw.Toggle("No Caustics", 2, col, line, 85, 18, NOCAUSTICS.val, "Disable any caustic engine in the scene")
col=280; NOGUI=Draw.Toggle("No GUI", 2, col, line, 85, 18, NOGUI.val, "Don't open the frame showing rendering progress")
col=370; IPR=Draw.Toggle("IPR", 2, col, line, 85, 18, IPR.val, "Render using progressive algorithm")
- col=10; line=125; BGL.glRasterPos2i(col, line); Draw.Text("Quick override options:")
- col=10; line=100; QUICKOPT=Draw.Menu("%tQuick option|None|Quick UVs|Quick Normals|Quick ID|Quick Primitives|Quick Gray|Quick Wire", QUICK_OPT, col, line, 100, 18, QUICKOPT.val)
- col=10; line=75; QUICKOCC=Draw.Toggle("Quick Amb Occ", QUICK_OCC, col, line, 85, 18, QUICKOCC.val, "Applies ambient occlusion to the scene with specified maximum distance")
+ col=10; line=150; BGL.glRasterPos2i(col, line); Draw.Text("Quick override options:")
+ col=10; line=125; QUICKOPT=Draw.Menu("%tQuick option|None|Quick UVs|Quick Normals|Quick ID|Quick Primitives|Quick Gray|Quick Wire", QUICK_OPT, col, line, 100, 18, QUICKOPT.val)
+ col=10; line=100; QUICKOCC=Draw.Toggle("Quick Amb Occ", QUICK_OCC, col, line, 85, 18, QUICKOCC.val, "Applies ambient occlusion to the scene with specified maximum distance")
col=100; QOCCDIST=Draw.Number("Distance", 2, col, line, 125, 18, QOCCDIST.val, 0.00, 1000.00)
+ col=10; line=75; EXP_ANIM=Draw.Toggle("Export As Animation", 2, col, line, 140, 18, EXP_ANIM.val, "Export the scene as animation")
+
drawButtons()
## Draw the SF configuration settings ##

2 comments on commit 15fa9c6

@juancarlosgzrz

This comment has been minimized.

Show comment
Hide comment
@juancarlosgzrz

juancarlosgzrz Dec 9, 2017

What happened to sunflow?

juancarlosgzrz replied Dec 9, 2017

What happened to sunflow?

@yuripourre

This comment has been minimized.

Show comment
Hide comment
@yuripourre

yuripourre Jun 6, 2018

Seems like it was abandoned. The website still exist, you can find some tutorials by Christopher Kulla in internet, but the source code is still the same since 2008.

Seems like it was abandoned. The website still exist, you can find some tutorials by Christopher Kulla in internet, but the source code is still the same since 2008.

Please sign in to comment.