forked from blender/blender
MaterialX: split standard_surface into basic nodes #26
@ -51,9 +51,11 @@ class NodeItem {
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MaterialX::OutputPtr output;
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private:
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MaterialX::GraphElement *graph_;
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MaterialX::GraphElement *graph_ = nullptr;
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public:
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/* Default constructor added to allow easy work with std::map. Don't use this constructor to create NodeItem. */
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NodeItem() = default;
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NodeItem(MaterialX::GraphElement *graph);
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~NodeItem() = default;
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@ -328,18 +328,18 @@ NODE_SHADER_MATERIALX_BEGIN
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NodeItem res = empty();
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if (to_type_ == NodeItem::Type::BSDF) {
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auto inputs = bsdf_inputs();
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auto in = bsdf_inputs();
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NodeItem roughness = inputs.find("roughness")->second;
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NodeItem anisotropy = inputs.find("anisotropic")->second;
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NodeItem rotation = inputs.find("anisotropic_rotation")->second;
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NodeItem base_color = inputs.find("base_color")->second;
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NodeItem specular = inputs.find("specular")->second;
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NodeItem coat = inputs.find("coat")->second;
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NodeItem ior = inputs.find("ior")->second;
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NodeItem normal = inputs.find("normal")->second;
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NodeItem tangent = inputs.find("tangent")->second;
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NodeItem coat_normal = inputs.find("coat_normal")->second;
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NodeItem roughness = in["roughness"];
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NodeItem anisotropy = in["anisotropic"];
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NodeItem rotation = in["anisotropic_rotation"];
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NodeItem base_color = in["base_color"];
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NodeItem specular = in["specular"];
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NodeItem coat = in["coat"];
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DagerD marked this conversation as resolved
Outdated
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NodeItem ior = in["ior"];
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NodeItem normal = in["normal"];
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NodeItem tangent = in["tangent"];
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NodeItem coat_normal = in["coat_normal"];
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NodeItem n_main_tangent = empty();
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if (tangent && normal) {
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@ -358,13 +358,13 @@ NODE_SHADER_MATERIALX_BEGIN
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NodeItem n_coat_roughness_vector = create_node(
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"roughness_anisotropy",
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NodeItem::Type::Vector2,
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{{"roughness", inputs.find("coat_roughness")->second}, {"anisotropy", anisotropy}});
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{{"roughness", in["coat_roughness"]}, {"anisotropy", anisotropy}});
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NodeItem n_coat_bsdf = create_node("dielectric_bsdf",
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NodeItem::Type::BSDF,
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{{"weight", coat},
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{"tint", inputs.find("coat_tint")->second},
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{"ior", inputs.find("coat_ior")->second},
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{"tint", in["coat_tint"]},
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{"ior", in["coat_ior"]},
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{"scatter_mode", val(std::string("R"))},
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{"roughness", n_coat_roughness_vector},
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{"normal", coat_normal}});
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@ -395,8 +395,7 @@ NODE_SHADER_MATERIALX_BEGIN
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NodeItem n_ior_out = n_artistic_ior.add_output("ior", NodeItem::Type::Color3);
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NodeItem n_extinction_out = n_artistic_ior.add_output("extinction", NodeItem::Type::Color3);
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NodeItem n_coat_affect_roughness_multiply2 = coat * val(0.0f) *
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inputs.find("coat_roughness")->second;
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NodeItem n_coat_affect_roughness_multiply2 = coat * val(0.0f) * in["coat_roughness"];
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NodeItem n_coat_affected_roughness = create_node(
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"mix",
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NodeItem::Type::Float,
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@ -418,7 +417,7 @@ NODE_SHADER_MATERIALX_BEGIN
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NodeItem n_specular_bsdf = create_node("dielectric_bsdf",
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NodeItem::Type::BSDF,
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{{"weight", specular},
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{"tint", inputs.find("specular_tint")->second},
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{"tint", in["specular_tint"]},
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{"ior", ior},
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{"scatter_mode", val(std::string("R"))},
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{"roughness", n_main_roughness},
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@ -456,9 +455,8 @@ NODE_SHADER_MATERIALX_BEGIN
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"subsurface_bsdf",
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NodeItem::Type::BSDF,
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{{"color", n_coat_affected_subsurface_color},
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{"radius",
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inputs.find("subsurface_radius")->second * inputs.find("subsurface_scale")->second},
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{"anisotropy", inputs.find("subsurface_anisotropy")->second},
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{"radius", in["subsurface_radius"] * in["subsurface_scale"]},
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{"anisotropy", in["subsurface_anisotropy"]},
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{"normal", normal}});
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NodeItem n_selected_subsurface_bsdf = create_node(
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@ -468,9 +466,9 @@ NODE_SHADER_MATERIALX_BEGIN
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NodeItem n_sheen_bsdf = create_node("sheen_bsdf",
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NodeItem::Type::BSDF,
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{{"weight", inputs.find("sheen")->second},
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{"color", inputs.find("sheen_tint")->second},
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{"roughness", inputs.find("sheen_roughness")->second},
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{{"weight", in["sheen"]},
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{"color", in["sheen_tint"]},
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{"roughness", in["sheen_roughness"]},
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{"normal", normal}});
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NodeItem n_diffuse_bsdf = create_node("oren_nayar_diffuse_bsdf",
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@ -480,29 +478,26 @@ NODE_SHADER_MATERIALX_BEGIN
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{"weight", val(1.0f)},
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{"normal", normal}});
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NodeItem n_subsurface_mix = create_node("mix",
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NodeItem::Type::BSDF,
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{{"fg", n_selected_subsurface_bsdf},
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{"bg", n_diffuse_bsdf},
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{"mix", inputs.find("subsurface")->second}});
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NodeItem n_subsurface_mix = create_node(
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"mix",
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NodeItem::Type::BSDF,
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{{"fg", n_selected_subsurface_bsdf}, {"bg", n_diffuse_bsdf}, {"mix", in["subsurface"]}});
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NodeItem n_sheen_layer = create_node(
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"layer", NodeItem::Type::BSDF, {{"top", n_sheen_bsdf}, {"base", n_subsurface_mix}});
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NodeItem n_transmission_mix = create_node("mix",
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NodeItem::Type::BSDF,
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{{"fg", n_transmission_bsdf},
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{"bg", n_sheen_layer},
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{"mix", inputs.find("transmission")->second}});
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NodeItem n_transmission_mix = create_node(
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"mix",
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NodeItem::Type::BSDF,
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{{"fg", n_transmission_bsdf}, {"bg", n_sheen_layer}, {"mix", in["transmission"]}});
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NodeItem n_specular_layer = create_node(
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"layer", NodeItem::Type::BSDF, {{"top", n_specular_bsdf}, {"base", n_transmission_mix}});
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NodeItem n_metalness_mix = create_node("mix",
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NodeItem::Type::BSDF,
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{{"fg", n_metal_bsdf},
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{"bg", n_specular_layer},
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{"mix", inputs.find("metallic")->second}});
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NodeItem n_metalness_mix = create_node(
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"mix",
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NodeItem::Type::BSDF,
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{{"fg", n_metal_bsdf}, {"bg", n_specular_layer}, {"mix", in["metallic"]}});
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NodeItem n_thin_film_layer = create_node(
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"layer", NodeItem::Type::BSDF, {{"top", n_thin_film_bsdf}, {"base", n_metalness_mix}});
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@ -512,7 +507,7 @@ NODE_SHADER_MATERIALX_BEGIN
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NodeItem n_coat_attenuation = create_node("mix",
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NodeItem::Type::Color3,
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{{"fg", inputs.find("coat_tint")->second},
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{{"fg", in["coat_tint"]},
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{"bg", val(MaterialX::Color3(1.0f, 1.0f, 1.0f))},
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{"mix", coat}});
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@ -521,57 +516,54 @@ NODE_SHADER_MATERIALX_BEGIN
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{{"top", n_coat_bsdf}, {"base", n_thin_film_layer * n_coat_attenuation}});
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}
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else if (to_type_ == NodeItem::Type::EDF) {
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auto inputs = edf_inputs();
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auto in = edf_inputs();
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DagerD marked this conversation as resolved
Outdated
Bogdan Nagirniak
commented
This node is created in MaterialOutput.
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>
}
```
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res = create_node(
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"uniform_edf",
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NodeItem::Type::EDF,
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{{"color", inputs.find("emission_color")->second * inputs.find("emission")->second}});
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"uniform_edf", NodeItem::Type::EDF, {{"color", in["emission_color"] * in["emission"]}});
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}
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else if (to_type_ == NodeItem::Type::SurfaceShader) {
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auto b_inputs = bsdf_inputs();
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auto e_inputs = edf_inputs();
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auto in = bsdf_inputs();
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auto e_in = edf_inputs();
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in.insert(e_in.begin(), e_in.end());
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NodeItem roughness = b_inputs.find("roughness")->second;
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NodeItem base_color = b_inputs.find("base_color")->second;
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NodeItem anisotropic = b_inputs.find("anisotropic")->second;
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NodeItem rotation = b_inputs.find("anisotropic_rotation")->second;
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NodeItem roughness = in["roughness"];
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NodeItem base_color = in["base_color"];
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NodeItem anisotropic = in["anisotropic"];
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NodeItem rotation = in["anisotropic_rotation"];
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res = create_node(
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"standard_surface",
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NodeItem::Type::SurfaceShader,
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{{"base", val(1.0f)},
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{"base_color", base_color},
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{"diffuse_roughness", roughness},
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{"metalness", b_inputs.find("metallic")->second},
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{"specular", b_inputs.find("specular")->second},
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{"specular_color", b_inputs.find("specular_tint")->second},
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{"specular_roughness", roughness},
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{"specular_IOR", b_inputs.find("ior")->second},
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{"specular_anisotropy", anisotropic},
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{"specular_rotation", rotation},
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{"transmission", b_inputs.find("transmission")->second},
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{"transmission_color", base_color},
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{"transmission_extra_roughness", roughness},
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{"subsurface", b_inputs.find("subsurface")->second},
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{"subsurface_color", base_color},
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{"subsurface_radius",
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b_inputs.find("subsurface_radius")->second * b_inputs.find("subsurface_scale")->second},
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{"subsurface_anisotropy", b_inputs.find("subsurface_anisotropy")->second},
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{"sheen", b_inputs.find("sheen")->second},
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{"sheen_color", b_inputs.find("sheen_tint")->second},
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{"sheen_roughness", b_inputs.find("sheen_roughness")->second},
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{"coat", b_inputs.find("coat")->second},
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{"coat_color", b_inputs.find("coat_tint")->second},
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{"coat_roughness", b_inputs.find("coat_roughness")->second},
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{"coat_IOR", b_inputs.find("coat_ior")->second},
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{"coat_anisotropy", anisotropic},
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{"coat_rotation", rotation},
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{"coat_normal", b_inputs.find("coat_normal")->second},
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{"emission", e_inputs.find("emission")->second},
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{"emission_color", e_inputs.find("emission_color")->second},
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{"normal", b_inputs.find("normal")->second},
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{"tangent", b_inputs.find("tangent")->second}});
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res = create_node("standard_surface",
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NodeItem::Type::SurfaceShader,
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{{"base", val(1.0f)},
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{"base_color", base_color},
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{"diffuse_roughness", roughness},
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{"metalness", in["metallic"]},
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{"specular", in["specular"]},
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{"specular_color", in["specular_tint"]},
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{"specular_roughness", roughness},
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{"specular_IOR", in["ior"]},
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{"specular_anisotropy", anisotropic},
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{"specular_rotation", rotation},
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{"transmission", in["transmission"]},
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{"transmission_color", base_color},
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{"transmission_extra_roughness", roughness},
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{"subsurface", in["subsurface"]},
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{"subsurface_color", base_color},
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{"subsurface_radius", in["subsurface_radius"] * in["subsurface_scale"]},
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{"subsurface_anisotropy", in["subsurface_anisotropy"]},
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{"sheen", in["sheen"]},
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{"sheen_color", in["sheen_tint"]},
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{"sheen_roughness", in["sheen_roughness"]},
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{"coat", in["coat"]},
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{"coat_color", in["coat_tint"]},
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{"coat_roughness", in["coat_roughness"]},
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{"coat_IOR", in["coat_ior"]},
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{"coat_anisotropy", anisotropic},
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{"coat_rotation", rotation},
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{"coat_normal", in["coat_normal"]},
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{"emission", in["emission"]},
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{"emission_color", in["emission_color"]},
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{"normal", in["normal"]},
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{"tangent", in["tangent"]}});
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}
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else {
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BLI_assert_unreachable();
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Reference in New Issue
Block a user
Rewrite
create_node()
withinputs
parameter inside function.