forked from blender/blender
MaterialX: add shader nodes #21
@ -77,6 +77,33 @@ static void node_shader_update_subsurface_scattering(bNodeTree *ntree, bNode *no
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}
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}
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NODE_SHADER_MATERIALX_BEGIN
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#ifdef WITH_MATERIALX
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{
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/* NOTE: IOR and Subsurface Method isn't supported for this node in MaterialX. */
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if (to_type_ != NodeItem::Type::BSDF) {
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return empty();
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}
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NodeItem color = get_input_value("Color", NodeItem::Type::Color3);
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NodeItem scale = get_input_value("Scale", NodeItem::Type::Float);
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NodeItem radius = get_input_value("Radius", NodeItem::Type::Vector3);
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NodeItem anisotropy = get_input_value("Anisotropy", NodeItem::Type::Float);
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NodeItem normal = get_input_link("Normal", NodeItem::Type::Vector3);
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NodeItem res = create_node("subsurface_bsdf", NodeItem::Type::BSDF);
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res.set_input("weight", val(1.0f));
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res.set_input("color", color);
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res.set_input("radius", radius * scale);
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res.set_input("anisotropy", anisotropy);
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if (normal) {
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res.set_input("normal", normal);
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}
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return res;
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}
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#endif
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NODE_SHADER_MATERIALX_END
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} // namespace blender::nodes::node_shader_subsurface_scattering_cc
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/* node type definition */
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@ -95,6 +122,7 @@ void register_node_type_sh_subsurface_scattering()
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ntype.initfunc = file_ns::node_shader_init_subsurface_scattering;
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ntype.gpu_fn = file_ns::node_shader_gpu_subsurface_scattering;
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ntype.updatefunc = file_ns::node_shader_update_subsurface_scattering;
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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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