forked from blender/blender
Create parsing system that converts supported nodes and ignores unsupported #2
@ -95,8 +95,8 @@ void MaterialData::init()
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pxr::HdMaterialNetworkMap network_map;
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pxr::HdMaterialNetworkMap network_map;
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if (pxr::UsdShadeShader mtlx_surface = usd_material.ComputeSurfaceSource(contextVector)) {
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if (pxr::UsdShadeShader surface = usd_material.ComputeSurfaceSource(contextVector)) {
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pxr::UsdImagingBuildHdMaterialNetworkFromTerminal(mtlx_surface.GetPrim(),
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pxr::UsdImagingBuildHdMaterialNetworkFromTerminal(surface.GetPrim(),
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pxr::HdMaterialTerminalTokens->surface,
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pxr::HdMaterialTerminalTokens->surface,
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shaderSourceTypes,
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shaderSourceTypes,
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contextVector,
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contextVector,
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