MaterialX: Implement more shader nodes #23

Merged
Bogdan Nagirniak merged 4 commits from matx-add-other-shader-nodes into matx-export-material 2023-09-15 20:11:01 +02:00
5 changed files with 115 additions and 1 deletions

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@ -13,6 +13,9 @@ NodeItem::NodeItem(MaterialX::GraphElement *graph) : graph_(graph) {}
NodeItem::Type NodeItem::type(const std::string &type_str)
{
if (type_str == "multioutput") {
return Type::Multioutput;
}
if (type_str == "string") {
return Type::String;
}
@ -64,6 +67,8 @@ std::string NodeItem::type(Type type)
switch (type) {
case Type::Any:
return "";
case Type::Multioutput:
return "multioutput";
case Type::String:
return "string";
case Type::Filename:

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@ -16,7 +16,7 @@ class NodeItem {
enum class Type {
Any = 0,
Empty,
Multioutput,
/* Value types */
String,
Filename,

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@ -42,6 +42,51 @@ static int node_shader_gpu_bsdf_glass(GPUMaterial *mat,
return GPU_stack_link(mat, node, "node_bsdf_glass", in, out, GPU_constant(&use_multi_scatter));
}
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::Vector2);
NodeItem ior = get_input_value("IOR", NodeItem::Type::Float);
NodeItem normal = get_input_link("Normal", NodeItem::Type::Vector3);
NodeItem dielectric = create_node("dielectric_bsdf", NodeItem::Type::BSDF);
if (normal) {
dielectric.set_input("normal", normal);
}
dielectric.set_input("tint", color);
dielectric.set_input("roughness", roughness);
dielectric.set_input("ior", ior);
dielectric.set_input("scatter_mode", val(std::string("RT")));
NodeItem artistic_ior = create_node("artistic_ior", NodeItem::Type::Multioutput);
artistic_ior.add_output("ior", NodeItem::Type::Color3);
artistic_ior.add_output("extinction", NodeItem::Type::Color3);
artistic_ior.set_input("reflectivity", color);
artistic_ior.set_input("edge_color", color);
NodeItem conductor = create_node("conductor_bsdf", NodeItem::Type::BSDF);
if (normal) {
conductor.set_input("normal", normal);
}
conductor.set_input_output("ior", artistic_ior, "ior");
conductor.set_input_output("extinction", artistic_ior, "extinction");
conductor.set_input("roughness", roughness);
NodeItem res = create_node("mix", NodeItem::Type::BSDF);
Review

Dielectric already has Reflection and Transmission channels (dielectric -> scatter_mode = "RT"). Do we need one more mix with the Reflection channel (conductor)?

Dielectric already has Reflection and Transmission channels (dielectric -> scatter_mode = "RT"). Do we need one more mix with the Reflection channel (conductor)?
res.set_input("fg", dielectric);
res.set_input("bg", conductor);
res.set_input("mix", val(0.5f));
return res ;
}
#endif
NODE_SHADER_MATERIALX_END
} // namespace blender::nodes::node_shader_bsdf_glass_cc
/* node type definition */
@ -57,6 +102,7 @@ void register_node_type_sh_bsdf_glass()
blender::bke::node_type_size_preset(&ntype, blender::bke::eNodeSizePreset::MIDDLE);
ntype.initfunc = file_ns::node_shader_init_glass;
ntype.gpu_fn = file_ns::node_shader_gpu_bsdf_glass;
ntype.materialx_fn = file_ns::node_shader_materialx;
nodeRegisterType(&ntype);
}

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@ -56,6 +56,41 @@ static int node_shader_gpu_bsdf_glossy(GPUMaterial *mat,
return GPU_stack_link(mat, node, "node_bsdf_glossy", in, out, GPU_constant(&use_multi_scatter));
}
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::Vector2);
NodeItem anisotropy = get_input_value("Anisotropy", NodeItem::Type::Color3);
NodeItem normal = get_input_link("Normal", NodeItem::Type::Vector3);
NodeItem tangent = get_input_link("Tangent", NodeItem::Type::Vector3);
NodeItem artistic_ior = create_node("artistic_ior", NodeItem::Type::Multioutput);
artistic_ior.add_output("ior", NodeItem::Type::Color3);
artistic_ior.add_output("extinction", NodeItem::Type::Color3);
artistic_ior.set_input("reflectivity", color);
artistic_ior.set_input("edge_color", color);
NodeItem res = create_node("conductor_bsdf", NodeItem::Type::BSDF);
if (normal) {
res.set_input("normal", normal);
}
if (tangent) {
res.set_input("tangent", tangent);
}
res.set_input_output("ior", artistic_ior, "ior");
res.set_input_output("extinction", artistic_ior, "extinction");
res.set_input("roughness", roughness);
return res;
}
#endif
NODE_SHADER_MATERIALX_END
} // namespace blender::nodes::node_shader_bsdf_glossy_cc
/* node type definition */
@ -72,6 +107,7 @@ void register_node_type_sh_bsdf_glossy()
blender::bke::node_type_size_preset(&ntype, blender::bke::eNodeSizePreset::MIDDLE);
ntype.initfunc = file_ns::node_shader_init_glossy;
ntype.gpu_fn = file_ns::node_shader_gpu_bsdf_glossy;
ntype.materialx_fn = file_ns::node_shader_materialx;
nodeRegisterType(&ntype);

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@ -40,6 +40,32 @@ static int node_shader_gpu_bsdf_refraction(GPUMaterial *mat,
return GPU_stack_link(mat, node, "node_bsdf_refraction", 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::Vector2);
NodeItem ior = get_input_value("IOR", NodeItem::Type::Float);
NodeItem normal = get_input_link("Normal", NodeItem::Type::Vector3);
NodeItem res = create_node("dielectric_bsdf", NodeItem::Type::BSDF);
if (normal) {
res.set_input("normal", normal);
}
res.set_input("tint", color);
res.set_input("roughness", roughness);
res.set_input("ior", ior);
res.set_input("scatter_mode", val(std::string("T")));
return res;
}
#endif
NODE_SHADER_MATERIALX_END
} // namespace blender::nodes::node_shader_bsdf_refraction_cc
/* node type definition */
@ -55,6 +81,7 @@ void register_node_type_sh_bsdf_refraction()
blender::bke::node_type_size_preset(&ntype, blender::bke::eNodeSizePreset::MIDDLE);
ntype.initfunc = file_ns::node_shader_init_refraction;
ntype.gpu_fn = file_ns::node_shader_gpu_bsdf_refraction;
ntype.materialx_fn = file_ns::node_shader_materialx;
nodeRegisterType(&ntype);
}