forked from blender/blender
MaterialX: Implement export of Input nodes #20
@ -55,6 +55,23 @@ static void node_shader_init_ambient_occlusion(bNodeTree * /*ntree*/, bNode *nod
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node->custom2 = 0;
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}
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NODE_SHADER_MATERIALX_BEGIN
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{
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/* TODO: observed crash while rendering MaterialX_v1_38_6::ExceptionShaderGenError */
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/*
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* NodeItem maxdistance = get_input_value("Distance", NodeItem::Type::Float);
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* NodeItem res = create_node("ambientocclusion", NodeItem::Type::Float);
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* res.set_input("coneangle", val(90.0f));
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* res.set_input("maxdistance", maxdistance);
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*/
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NodeItem res = val(MaterialX::Color4(1.0f, 0.0f, 1.0f, 1.0f));
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BogdanNagirniak marked this conversation as resolved
Bogdan Nagirniak
commented
Review
```
NodeItem color = get_input_value("Color", NodeItem::Type::Color4);
NodeItem res = color;
```
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if (STREQ(socket_out_->name, "AO")) {
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res = res.extract(3);
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}
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return res;
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}
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NODE_SHADER_MATERIALX_END
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} // namespace blender::nodes::node_shader_ambient_occlusion_cc
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/* node type definition */
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@ -69,6 +86,7 @@ void register_node_type_sh_ambient_occlusion()
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ntype.draw_buttons = file_ns::node_shader_buts_ambient_occlusion;
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ntype.initfunc = file_ns::node_shader_init_ambient_occlusion;
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ntype.gpu_fn = file_ns::node_shader_gpu_ambient_occlusion;
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ntype.materialx_fn = file_ns::node_shader_materialx;
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nodeRegisterType(&ntype);
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}
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