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@ -20,9 +20,8 @@ MaterialX::NodePtr MaterialXPrincipledBSDFNode::convert()
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{
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{
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MaterialX::Color3 default_white_color = MaterialX::Color3(1.0, 1.0, 1.0);
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MaterialX::Color3 default_white_color = MaterialX::Color3(1.0, 1.0, 1.0);
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#pragma region get inputs
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#pragma region get inputs
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const float *base_color = node->input_by_identifier("Base Color")
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const float *base_color =
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.default_value_typed<bNodeSocketValueRGBA>()
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node->input_by_identifier("Base Color").default_value_typed<bNodeSocketValueRGBA>()->value;
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->value;
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const float subsurface =
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const float subsurface =
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node->input_by_identifier("Subsurface").default_value_typed<bNodeSocketValueFloat>()->value;
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node->input_by_identifier("Subsurface").default_value_typed<bNodeSocketValueFloat>()->value;
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@ -32,57 +31,50 @@ MaterialX::NodePtr MaterialXPrincipledBSDFNode::convert()
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const float *subsurface_color = node->input_by_identifier("Subsurface Color")
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const float *subsurface_color = node->input_by_identifier("Subsurface Color")
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.default_value_typed<bNodeSocketValueRGBA>()
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.default_value_typed<bNodeSocketValueRGBA>()
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->value;
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->value;
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const float metallic = node->input_by_identifier("Metallic").default_value_typed<bNodeSocketValueFloat>()
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const float metallic =
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->value;
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node->input_by_identifier("Metallic").default_value_typed<bNodeSocketValueFloat>()->value;
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const float specular =
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const float specular =
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node->input_by_identifier("Specular").default_value_typed<bNodeSocketValueFloat>()
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node->input_by_identifier("Specular").default_value_typed<bNodeSocketValueFloat>()->value;
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->value;
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const float roughness =
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const float roughness =
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node->input_by_identifier("Roughness").default_value_typed<bNodeSocketValueFloat>()
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node->input_by_identifier("Roughness").default_value_typed<bNodeSocketValueFloat>()->value;
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->value;
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const float anisotropic =
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const float anisotropic =
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node->input_by_identifier("Anisotropic").default_value_typed<bNodeSocketValueFloat>()
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node->input_by_identifier("Anisotropic").default_value_typed<bNodeSocketValueFloat>()->value;
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->value;
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const float anisotropic_rot = node->input_by_identifier("Anisotropic Rotation")
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const float anisotropic_rot =
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.default_value_typed<bNodeSocketValueFloat>()
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node->input_by_identifier("Anisotropic Rotation").default_value_typed<bNodeSocketValueFloat>()
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->value;
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->value;
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const float sheen =
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const float sheen =
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node->input_by_identifier("Sheen").default_value_typed<bNodeSocketValueFloat>()
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node->input_by_identifier("Sheen").default_value_typed<bNodeSocketValueFloat>()->value;
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->value;
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const float clearcoat =
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const float clearcoat =
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node->input_by_identifier("Clearcoat").default_value_typed<bNodeSocketValueFloat>()
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node->input_by_identifier("Clearcoat").default_value_typed<bNodeSocketValueFloat>()->value;
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->value;
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const float clearcoat_roughness = node->input_by_identifier("Clearcoat Roughness")
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const float clearcoat_roughness =
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.default_value_typed<bNodeSocketValueFloat>()
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node->input_by_identifier("Clearcoat Roughness").default_value_typed<bNodeSocketValueFloat>()
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->value;
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->value;
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const float IOR =
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const float IOR =
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node->input_by_identifier("IOR").default_value_typed<bNodeSocketValueFloat>()
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node->input_by_identifier("IOR").default_value_typed<bNodeSocketValueFloat>()->value;
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->value;
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const float transmission = node->input_by_identifier("Transmission")
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const float transmission =
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.default_value_typed<bNodeSocketValueFloat>()
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node->input_by_identifier("Transmission").default_value_typed<bNodeSocketValueFloat>()
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->value;
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->value;
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const float *emission =
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const float *emission =
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node->input_by_identifier("Emission").default_value_typed<bNodeSocketValueRGBA>()
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node->input_by_identifier("Emission").default_value_typed<bNodeSocketValueRGBA>()->value;
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->value;
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const float emission_str = node->input_by_identifier("Emission Strength")
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const float emission_str = node->input_by_identifier("Emission Strength")
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.default_value_typed<bNodeSocketValueFloat>()
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.default_value_typed<bNodeSocketValueFloat>()
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->value;
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->value;
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const float *normal =
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const float *normal =
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node->input_by_identifier("Normal").default_value_typed<bNodeSocketValueVector>()
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node->input_by_identifier("Normal").default_value_typed<bNodeSocketValueVector>()->value;
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->value;
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const float *clearcoat_normal = node->input_by_identifier("Clearcoat Normal")
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const float *clearcoat_normal =
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.default_value_typed<bNodeSocketValueVector>()
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node->input_by_identifier("Clearcoat Normal").default_value_typed<bNodeSocketValueVector>()
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->value;
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->value;
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const float *tangent =
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const float *tangent =
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node->input_by_identifier("Tangent").default_value_typed<bNodeSocketValueVector>()
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node->input_by_identifier("Tangent").default_value_typed<bNodeSocketValueVector>()->value;
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->value;
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#pragma endregion get inputs
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#pragma endregion get inputs
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#pragma region set inputs
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#pragma region set inputs
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matx_node->addInput("base", "float")->setValue(1.0);
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matx_node->addInput("base", "float")->setValue(1.0);
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matx_node->addInput("base_color", "color3")->setValue(MaterialX::Color3(base_color[0], base_color[1], base_color[2]));
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matx_node->addInput("base_color", "color3")
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->setValue(MaterialX::Color3(base_color[0], base_color[1], base_color[2]));
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matx_node->addInput("diffuse_roughness", "float")->setValue(roughness);
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matx_node->addInput("diffuse_roughness", "float")->setValue(roughness);
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matx_node->addInput("normal", "vector3")->setValue(MaterialX::Vector3(normal[0], normal[1], normal[2]));
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matx_node->addInput("normal", "vector3")
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->setValue(MaterialX::Vector3(normal[0], normal[1], normal[2]));
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matx_node->addInput("tangent", "vector3")
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matx_node->addInput("tangent", "vector3")
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->setValue(MaterialX::Vector3(tangent[0], tangent[1], tangent[2]));
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->setValue(MaterialX::Vector3(tangent[0], tangent[1], tangent[2]));
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@ -129,4 +121,3 @@ MaterialX::NodePtr MaterialXPrincipledBSDFNode::convert()
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}
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}
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} // namespace blender::nodes::materialx
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} // namespace blender::nodes::materialx
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