forked from blender/blender
MaterialX: split standard_surface into basic nodes #26
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Reference: DagerD/blender#26
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Delete Branch "matx-principlebsdf-split"
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Purpose
Split standard_surface into basic nodes
Technical steps
Standard_surface splitted into basic nodes
@ -338,0 +335,4 @@
NodeItem n_tangent_rotate = create_node("rotate3d", NodeItem::Type::Vector3);
n_tangent_rotate.set_input("in", tangent);
n_tangent_rotate.set_input("amount", anisotropic_rotation * val(360.0f));
n_tangent_rotate.set_input("axis", normal);
Rewrite
create_node()
withinputs
parameter inside function.@ -378,0 +517,4 @@
n_coat_layer.set_input("top", n_coat_bsdf);
n_coat_layer.set_input("base", n_thin_film_layer * n_coat_attenuation);
NodeItem res = create_node("surface", NodeItem::Type::SurfaceShader);
This node is created in MaterialOutput.
Should be:
Looks good