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MaterialX: split standard_surface into basic nodes #26

Merged
Bogdan Nagirniak merged 11 commits from matx-principlebsdf-split into matx-export-material 2023-09-21 10:58:14 +02:00

Purpose

Split standard_surface into basic nodes

Technical steps

Standard_surface splitted into basic nodes

### Purpose Split standard_surface into basic nodes ### Technical steps Standard_surface splitted into basic nodes
Georgiy Markelov added 2 commits 2023-09-19 17:14:50 +02:00
Georgiy Markelov requested review from Brian Savery (AMD) 2023-09-19 17:19:41 +02:00
Georgiy Markelov requested review from Bogdan Nagirniak 2023-09-19 17:19:41 +02:00
Georgiy Markelov requested review from Vasyl Pidhirskyi 2023-09-19 17:19:42 +02:00
Bogdan Nagirniak requested changes 2023-09-20 09:36:36 +02:00
@ -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);
Collaborator

Rewrite create_node() with inputs parameter inside function.

Rewrite `create_node()` with `inputs` parameter inside function.
DagerD marked this conversation as resolved
@ -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);
Collaborator

This node is created in MaterialOutput.
Should be:

if (to_type_ == NodeItem::Type::BSDF) {
<calculate and return only BSDF part>
....
return n_coat_layer; // probably n_coat_layer * n_opacity_luminance
}
else if (to_type_ == NodeItem::Type::EDF) {
<calculate and return only EDF part>
...
return n_emission_edf; // probably n_emission_edf * n_opacity_luminance
}
else if (to_type_ == NodeItem::Type::SurfaceShader) {
<previous implementation>
}
This node is created in MaterialOutput. Should be: ``` if (to_type_ == NodeItem::Type::BSDF) { <calculate and return only BSDF part> .... return n_coat_layer; // probably n_coat_layer * n_opacity_luminance } else if (to_type_ == NodeItem::Type::EDF) { <calculate and return only EDF part> ... return n_emission_edf; // probably n_emission_edf * n_opacity_luminance } else if (to_type_ == NodeItem::Type::SurfaceShader) { <previous implementation> } ```
DagerD marked this conversation as resolved
Georgiy Markelov added 3 commits 2023-09-20 15:43:43 +02:00
Georgiy Markelov requested review from Bogdan Nagirniak 2023-09-20 15:45:10 +02:00
Georgiy Markelov added 1 commit 2023-09-20 15:45:16 +02:00
Georgiy Markelov added 1 commit 2023-09-20 16:18:42 +02:00
Georgiy Markelov added 1 commit 2023-09-20 16:20:24 +02:00
Georgiy Markelov added 1 commit 2023-09-20 18:28:50 +02:00
Brian Savery (AMD) approved these changes 2023-09-20 23:02:12 +02:00
Georgiy Markelov added 1 commit 2023-09-21 10:12:21 +02:00
Georgiy Markelov added 1 commit 2023-09-21 10:37:08 +02:00
Bogdan Nagirniak approved these changes 2023-09-21 10:57:40 +02:00
Bogdan Nagirniak left a comment
Collaborator

Looks good

Looks good
Bogdan Nagirniak merged commit 2973df8ea7 into matx-export-material 2023-09-21 10:58:14 +02:00
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Reference: DagerD/blender#26
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