forked from blender/blender
MaterialX: Implement more shader nodes #23
@ -42,6 +42,45 @@ static int node_shader_gpu_bsdf_glass(GPUMaterial *mat,
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return GPU_stack_link(mat, node, "node_bsdf_glass", in, out, GPU_constant(&use_multi_scatter));
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return GPU_stack_link(mat, node, "node_bsdf_glass", in, out, GPU_constant(&use_multi_scatter));
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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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if (to_type_ != NodeItem::Type::SurfaceShader) {
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/* TODO: implement for BSDF and EDF */
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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 roughness = get_input_value("Roughness", NodeItem::Type::Float);
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NodeItem ior = get_input_value("IOR", NodeItem::Type::Float);
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NodeItem normal = get_input_link("Normal", NodeItem::Type::Vector3);
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NodeItem res = create_node("standard_surface", NodeItem::Type::SurfaceShader);
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res.set_input("base", val(1.0f));
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if (normal) {
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res.set_input("normal", normal);
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}
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res.set_input("base_color", color);
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res.set_input("diffuse_roughness", roughness);
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res.set_input("metalness", val(0.0f));
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res.set_input("specular", val(0.5f));
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res.set_input("specular_color", color);
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res.set_input("specular_roughness", roughness);
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res.set_input("specular_IOR", ior);
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res.set_input("specular_anisotropy", val(0.0f));
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res.set_input("specular_rotation", val(0.0f));
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res.set_input("transmission", val(1.0f));
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res.set_input("transmission_color", color);
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res.set_input("transmission_depth", val(10.0f));
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res.set_input("transmission_scatter_anisotropy", val(0.0f));
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res.set_input("transmission_dispersion", val(0.0f));
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res.set_input("transmission_extra_roughness", val(0.0f));
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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_bsdf_glass_cc
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} // namespace blender::nodes::node_shader_bsdf_glass_cc
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/* node type definition */
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/* node type definition */
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@ -57,6 +96,7 @@ void register_node_type_sh_bsdf_glass()
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blender::bke::node_type_size_preset(&ntype, blender::bke::eNodeSizePreset::MIDDLE);
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blender::bke::node_type_size_preset(&ntype, blender::bke::eNodeSizePreset::MIDDLE);
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ntype.initfunc = file_ns::node_shader_init_glass;
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ntype.initfunc = file_ns::node_shader_init_glass;
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ntype.gpu_fn = file_ns::node_shader_gpu_bsdf_glass;
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ntype.gpu_fn = file_ns::node_shader_gpu_bsdf_glass;
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ntype.materialx_fn = file_ns::node_shader_materialx;
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nodeRegisterType(&ntype);
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nodeRegisterType(&ntype);
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}
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}
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Loading…
Reference in New Issue
Block a user
Dielectric already has Reflection and Transmission channels (dielectric -> scatter_mode = "RT"). Do we need one more mix with the Reflection channel (conductor)?