diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_sheen.cc b/source/blender/nodes/shader/nodes/node_shader_bsdf_sheen.cc index dcd33d5904c..27bf2229129 100644 --- a/source/blender/nodes/shader/nodes/node_shader_bsdf_sheen.cc +++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_sheen.cc @@ -47,6 +47,29 @@ static int node_shader_gpu_bsdf_sheen(GPUMaterial *mat, return GPU_stack_link(mat, node, "node_bsdf_sheen", in, out); } +NODE_SHADER_MATERIALX_BEGIN +#ifdef WITH_MATERIALX +{ + if (to_type_ != NodeItem::Type::BSDF) { + return empty(); + } + + NodeItem color = get_input_value("Color", NodeItem::Type::Color3); + NodeItem roughness = get_input_value("Roughness", NodeItem::Type::Float); + NodeItem normal = get_input_link("Normal", NodeItem::Type::Vector3); + + NodeItem res = create_node("sheen_bsdf", NodeItem::Type::BSDF); + res.set_input("color", color); + res.set_input("weight", roughness); + res.set_input("roughness", roughness); + if (normal) { + res.set_input("normal", normal); + } + return res; +} +#endif +NODE_SHADER_MATERIALX_END + } // namespace blender::nodes::node_shader_bsdf_sheen_cc /* node type definition */ @@ -62,6 +85,7 @@ void register_node_type_sh_bsdf_sheen() ntype.initfunc = file_ns::node_shader_init_sheen; ntype.gpu_fn = file_ns::node_shader_gpu_bsdf_sheen; ntype.draw_buttons = file_ns::node_shader_buts_sheen; + ntype.materialx_fn = file_ns::node_shader_materialx; nodeRegisterType(&ntype); } diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_translucent.cc b/source/blender/nodes/shader/nodes/node_shader_bsdf_translucent.cc index d94e2b89a85..ed787b20161 100644 --- a/source/blender/nodes/shader/nodes/node_shader_bsdf_translucent.cc +++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_translucent.cc @@ -29,6 +29,26 @@ static int node_shader_gpu_bsdf_translucent(GPUMaterial *mat, return GPU_stack_link(mat, node, "node_bsdf_translucent", in, out); } +NODE_SHADER_MATERIALX_BEGIN +#ifdef WITH_MATERIALX +{ + if (to_type_ != NodeItem::Type::BSDF) { + return empty(); + } + + NodeItem color = get_input_value("Color", NodeItem::Type::Color3); + NodeItem normal = get_input_link("Normal", NodeItem::Type::Vector3); + + NodeItem res = create_node("translucent_bsdf", NodeItem::Type::BSDF); + res.set_input("color", color); + if (normal) { + res.set_input("normal", normal); + } + return res; +} +#endif +NODE_SHADER_MATERIALX_END + } // namespace blender::nodes::node_shader_bsdf_translucent_cc /* node type definition */ @@ -42,6 +62,7 @@ void register_node_type_sh_bsdf_translucent() ntype.declare = file_ns::node_declare; ntype.add_ui_poll = object_shader_nodes_poll; ntype.gpu_fn = file_ns::node_shader_gpu_bsdf_translucent; + ntype.materialx_fn = file_ns::node_shader_materialx; nodeRegisterType(&ntype); } diff --git a/source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.cc b/source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.cc index c3cbf550a40..85eeb92aadb 100644 --- a/source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.cc +++ b/source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.cc @@ -77,6 +77,33 @@ static void node_shader_update_subsurface_scattering(bNodeTree *ntree, bNode *no } } +NODE_SHADER_MATERIALX_BEGIN +#ifdef WITH_MATERIALX +{ + /* NOTE: IOR and Subsurface Method isn't supported for this node in MaterialX. */ + if (to_type_ != NodeItem::Type::BSDF) { + return empty(); + } + + NodeItem color = get_input_value("Color", NodeItem::Type::Color3); + NodeItem scale = get_input_value("Scale", NodeItem::Type::Float); + NodeItem radius = get_input_value("Radius", NodeItem::Type::Vector3); + NodeItem anisotropy = get_input_value("Anisotropy", NodeItem::Type::Float); + NodeItem normal = get_input_link("Normal", NodeItem::Type::Vector3); + + NodeItem res = create_node("subsurface_bsdf", NodeItem::Type::BSDF); + res.set_input("weight", val(1.0f)); + res.set_input("color", color); + res.set_input("radius", radius * scale); + res.set_input("anisotropy", anisotropy); + if (normal) { + res.set_input("normal", normal); + } + return res; +} +#endif +NODE_SHADER_MATERIALX_END + } // namespace blender::nodes::node_shader_subsurface_scattering_cc /* node type definition */ @@ -95,6 +122,7 @@ void register_node_type_sh_subsurface_scattering() ntype.initfunc = file_ns::node_shader_init_subsurface_scattering; ntype.gpu_fn = file_ns::node_shader_gpu_subsurface_scattering; ntype.updatefunc = file_ns::node_shader_update_subsurface_scattering; + ntype.materialx_fn = file_ns::node_shader_materialx; nodeRegisterType(&ntype); }