forked from blender/blender
Add basic supported nodes #1
@ -17,7 +17,7 @@ MaterialXTexImageNode::MaterialXTexImageNode(MaterialX::DocumentPtr doc,
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const bNode *node)
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const bNode *node)
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: MaterialXNode(doc, depsgraph, material, node)
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: MaterialXNode(doc, depsgraph, material, node)
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{
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{
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matx_node = doc->addNode("image", node->name, "color3");
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matx_node = doc->addNode("image", MaterialX::createValidName(node->name), "color3");
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}
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}
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MaterialX::NodePtr MaterialXTexImageNode::convert()
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MaterialX::NodePtr MaterialXTexImageNode::convert()
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@ -13,7 +13,7 @@ MaterialXMaterialOutputNode::MaterialXMaterialOutputNode(MaterialX::DocumentPtr
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const bNode *node)
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const bNode *node)
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: MaterialXNode(doc, depsgraph, material, node)
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: MaterialXNode(doc, depsgraph, material, node)
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{
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{
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matx_node = doc->addNode("surfacematerial", node->name, "material");
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matx_node = doc->addNode("surfacematerial", MaterialX::createValidName(node->name), "material");
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}
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}
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MaterialX::NodePtr MaterialXMaterialOutputNode::convert()
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MaterialX::NodePtr MaterialXMaterialOutputNode::convert()
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@ -16,7 +16,8 @@ MaterialXPrincipledBSDFNode::MaterialXPrincipledBSDFNode(MaterialX::DocumentPtr
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const bNode *node)
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const bNode *node)
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: MaterialXNode(doc, depsgraph, material, node)
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: MaterialXNode(doc, depsgraph, material, node)
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{
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{
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matx_node = doc->addNode("standard_surface", node->name, "surfaceshader");
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matx_node = doc->addNode(
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"standard_surface", MaterialX::createValidName(node->name), "surfaceshader");
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}
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}
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MaterialX::NodePtr MaterialXPrincipledBSDFNode::convert()
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MaterialX::NodePtr MaterialXPrincipledBSDFNode::convert()
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