From c33d50e8fba9c32959d649b9d5e50c629c0a25fc Mon Sep 17 00:00:00 2001 From: "georgiy.m.markelov@gmail.com" Date: Thu, 14 Sep 2023 12:26:47 +0300 Subject: [PATCH 1/4] MaterialX: add SheenBSDF node --- .../shader/nodes/node_shader_bsdf_sheen.cc | 24 +++++++++++++++++++ 1 file changed, 24 insertions(+) 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); } -- 2.30.2 From 560cc983639bf80ed8262fb9b93c8ccf15488cbb Mon Sep 17 00:00:00 2001 From: "georgiy.m.markelov@gmail.com" Date: Thu, 14 Sep 2023 13:29:43 +0300 Subject: [PATCH 2/4] MateriaLX: added subsurface scattering node --- .../node_shader_subsurface_scattering.cc | 28 +++++++++++++++++++ 1 file changed, 28 insertions(+) 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); } -- 2.30.2 From e2e8f246e01c3886f88ade612fe6e6ab09544624 Mon Sep 17 00:00:00 2001 From: "georgiy.m.markelov@gmail.com" Date: Thu, 14 Sep 2023 13:36:32 +0300 Subject: [PATCH 3/4] MaterialX: add TranslucentBSDF node --- .../nodes/node_shader_bsdf_translucent.cc | 21 +++++++++++++++++++ 1 file changed, 21 insertions(+) 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..45c8958fd6a 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 * 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); } -- 2.30.2 From 149c6469577e4a3fbd94dafa9534594a43e1c9cd Mon Sep 17 00:00:00 2001 From: "georgiy.m.markelov@gmail.com" Date: Thu, 14 Sep 2023 13:40:34 +0300 Subject: [PATCH 4/4] MaterialX: TranslucentBSDF fix typo --- .../blender/nodes/shader/nodes/node_shader_bsdf_translucent.cc | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) 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 45c8958fd6a..ed787b20161 100644 --- a/source/blender/nodes/shader/nodes/node_shader_bsdf_translucent.cc +++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_translucent.cc @@ -40,7 +40,7 @@ NODE_SHADER_MATERIALX_BEGIN NodeItem normal = get_input_link("Normal", NodeItem::Type::Vector3); NodeItem res = create_node("translucent_bsdf", NodeItem::Type::BSDF); - res.set_input("color", color * color); + res.set_input("color", color); if (normal) { res.set_input("normal", normal); } -- 2.30.2