forked from blender/blender
MaterialX: split standard_surface into basic nodes #26
@ -2,6 +2,8 @@
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include <map>
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#include "BLI_string.h"
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#include "node_shader_util.hh"
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@ -287,64 +289,118 @@ static void node_shader_update_principled(bNodeTree *ntree, bNode *node)
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NODE_SHADER_MATERIALX_BEGIN
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#ifdef WITH_MATERIALX
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{
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NodeItem base_color = get_input_value("Base Color", NodeItem::Type::Color3);
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auto bsdf_inputs = [&]() {
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NodeItem base_color = get_input_value("Base Color", NodeItem::Type::Color3);
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NodeItem subsurface = get_input_value("Subsurface", NodeItem::Type::Float);
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NodeItem subsurface_radius = get_input_value("Subsurface Radius", NodeItem::Type::Vector3);
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NodeItem subsurface_scale = get_input_value("Subsurface Scale", NodeItem::Type::Float);
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NodeItem subsurface = get_input_value("Subsurface", NodeItem::Type::Float);
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NodeItem subsurface_radius = get_input_value("Subsurface Radius", NodeItem::Type::Vector3);
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NodeItem subsurface_scale = get_input_value("Subsurface Scale", NodeItem::Type::Float);
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NodeItem metallic = get_input_value("Metallic", NodeItem::Type::Float);
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NodeItem specular = get_input_value("Specular", NodeItem::Type::Float);
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// NodeItem specular_tint = get_input_value("Specular Tint");
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NodeItem roughness = get_input_value("Roughness", NodeItem::Type::Float);
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NodeItem metallic = get_input_value("Metallic", NodeItem::Type::Float);
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NodeItem specular = get_input_value("Specular", NodeItem::Type::Float);
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// NodeItem specular_tint = get_input_value("Specular Tint");
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NodeItem roughness = get_input_value("Roughness", NodeItem::Type::Float);
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/* TODO: use Specular Tint input */
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NodeItem anisotropic = get_input_value("Anisotropic", NodeItem::Type::Float);
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NodeItem anisotropic_rotation = get_input_value("Anisotropic Rotation", NodeItem::Type::Float);
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// anisotropic_rotation = 0.5 - (anisotropic_rotation % 1.0)
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/* TODO: use Specular Tint input */
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NodeItem anisotropic = get_input_value("Anisotropic", NodeItem::Type::Float);
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NodeItem anisotropic_rotation = get_input_value("Anisotropic Rotation",
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NodeItem::Type::Float);
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// anisotropic_rotation = 0.5 - (anisotropic_rotation % 1.0)
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NodeItem sheen = get_input_value("Sheen", NodeItem::Type::Float);
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// sheen_tint = get_input_value("Sheen Tint");
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NodeItem sheen = get_input_value("Sheen", NodeItem::Type::Float);
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// sheen_tint = get_input_value("Sheen Tint");
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NodeItem coat = get_input_value("Coat", NodeItem::Type::Float);
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NodeItem coat_roughness = get_input_value("Coat Roughness", NodeItem::Type::Float);
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NodeItem coat = get_input_value("Coat", NodeItem::Type::Float);
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NodeItem coat_roughness = get_input_value("Coat Roughness", NodeItem::Type::Float);
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NodeItem ior = get_input_value("IOR", NodeItem::Type::Float);
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NodeItem ior = get_input_value("IOR", NodeItem::Type::Float);
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NodeItem transmission = get_input_value("Transmission", NodeItem::Type::Float);
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NodeItem transmission = get_input_value("Transmission", NodeItem::Type::Float);
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NodeItem emission = get_input_value("Emission", NodeItem::Type::Color3);
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NodeItem emission_strength = get_input_value("Emission Strength", NodeItem::Type::Float);
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NodeItem alpha = get_input_value("Alpha", NodeItem::Type::Float);
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// transparency = 1.0 - alpha
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NodeItem alpha = get_input_value("Alpha", NodeItem::Type::Float);
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// transparency = 1.0 - alpha
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NodeItem normal = get_input_link("Normal", NodeItem::Type::Vector3);
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NodeItem coat_normal = get_input_link("Coat Normal", NodeItem::Type::Vector3);
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NodeItem tangent = get_input_link("Tangent", NodeItem::Type::Vector3);
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NodeItem normal = get_input_link("Normal", NodeItem::Type::Vector3);
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NodeItem coat_normal = get_input_link("Coat Normal", NodeItem::Type::Vector3);
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NodeItem tangent = get_input_link("Tangent", NodeItem::Type::Vector3);
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subsurface_radius = subsurface_radius * subsurface_scale;
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subsurface_radius = subsurface_radius * subsurface_scale;
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return std::map<std::string, NodeItem> {{"base", val(1.0f)},
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{"base_color", base_color},
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{"diffuse_roughness", roughness},
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{"normal", normal},
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{"tangent", tangent},
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{"metalness", metallic},
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{"specular", specular},
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{"specular_color", base_color},
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{"specular_roughness", roughness},
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{"specular_IOR", ior},
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DagerD marked this conversation as resolved
Outdated
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{"specular_anisotropy", anisotropic},
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{"specular_rotation", anisotropic_rotation},
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{"transmission", transmission},
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{"transmission_color", base_color},
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{"transmission_extra_roughness", roughness},
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{"subsurface", subsurface},
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{"subsurface_color", base_color},
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{"subsurface_radius", subsurface_radius},
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{"subsurface_anisotropy", anisotropic},
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{"sheen", sheen},
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{"sheen_color", base_color},
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{"sheen_roughness", roughness},
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{"coat", coat},
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{"coat_color", base_color},
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{"coat_roughness", coat_roughness},
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{"coat_IOR", ior},
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{"coat_anisotropy", anisotropic},
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{"coat_rotation", anisotropic_rotation},
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{"coat_normal", coat_normal},
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};
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};
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auto edf_inputs = [&]() {
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NodeItem emission = get_input_value("Emission", NodeItem::Type::Color3);
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NodeItem emission_strength = get_input_value("Emission Strength", NodeItem::Type::Float);
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return std::map<std::string, NodeItem>{{"emission", emission_strength},
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{"emission_color", emission}};
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};
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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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NodeItem roughness = inputs.find("diffuse_roughness")->second;
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NodeItem anisotropy = inputs.find("specular_anisotropy")->second;
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NodeItem rotation = inputs.find("specular_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("specular_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 n_main_tangent = empty();
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if (tangent) {
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NodeItem n_tangent_rotate = create_node("rotate3d", NodeItem::Type::Vector3);
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n_tangent_rotate.set_input("in", tangent);
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n_tangent_rotate.set_input("amount", anisotropic_rotation * val(360.0f));
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n_tangent_rotate.set_input("amount", rotation * val(360.0f));
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n_tangent_rotate.set_input("axis", normal);
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NodeItem n_tangent_rotate_normalize = create_node("normalize", NodeItem::Type::Vector3);
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n_tangent_rotate_normalize.set_input("in", n_tangent_rotate);
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n_main_tangent = anisotropic.if_else(
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NodeItem::CompareOp::Greater, val(0.0f), n_tangent_rotate_normalize, tangent);
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n_main_tangent = anisotropy.if_else(
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NodeItem::CompareOp::Greater,
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val(0.0f),
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n_tangent_rotate_normalize,
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tangent);
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}
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NodeItem n_coat_roughness_vector = create_node("roughness_anisotropy",
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NodeItem::Type::Vector2);
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n_coat_roughness_vector.set_input("roughness", roughness);
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n_coat_roughness_vector.set_input("anisotropy", anisotropic);
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n_coat_roughness_vector.set_input("anisotropy", anisotropy);
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NodeItem n_coat_bsdf = create_node("dielectric_bsdf", NodeItem::Type::BSDF);
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n_coat_bsdf.set_input("weight", coat);
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@ -352,21 +408,22 @@ NODE_SHADER_MATERIALX_BEGIN
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n_coat_bsdf.set_input("ior", ior);
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n_coat_bsdf.set_input("scatter_mode", val(std::string("R")));
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n_coat_bsdf.set_input("roughness", n_coat_roughness_vector);
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if (normal) {
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n_coat_bsdf.set_input("normal", normal);
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}
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n_coat_bsdf.set_input("normal", normal);
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if (tangent) {
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NodeItem n_coat_tangent_rotate = create_node("rotate3d", NodeItem::Type::Vector3);
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n_coat_tangent_rotate.set_input("in", tangent);
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n_coat_tangent_rotate.set_input("amount", anisotropic_rotation * val(360.0f));
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n_coat_tangent_rotate.set_input("amount", rotation * val(360.0f));
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n_coat_tangent_rotate.set_input("axis", normal);
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NodeItem n_coat_tangent_rotate_normalize = create_node("normalize", NodeItem::Type::Vector3);
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n_coat_tangent_rotate_normalize.set_input("in", n_coat_tangent_rotate);
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NodeItem n_coat_tangent = anisotropic.if_else(
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NodeItem::CompareOp::Greater, val(0.0f), n_coat_tangent_rotate_normalize, tangent);
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NodeItem n_coat_tangent = anisotropy.if_else(
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NodeItem::CompareOp::Greater,
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val(0.0f),
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n_coat_tangent_rotate_normalize,
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tangent);
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n_coat_bsdf.set_input("tangent", n_coat_tangent);
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}
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@ -377,11 +434,13 @@ NODE_SHADER_MATERIALX_BEGIN
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NodeItem n_artistic_ior = create_node("artistic_ior", NodeItem::Type::Multioutput);
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n_artistic_ior.set_input("reflectivity", base_color * val(1.0f));
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n_artistic_ior.set_input("edge_color", base_color * specular);
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n_artistic_ior.set_input(
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"edge_color", base_color * specular);
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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) * roughness;
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NodeItem n_coat_affect_roughness_multiply2 = coat * val(0.0f) *
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roughness;
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NodeItem n_coat_affected_roughness = create_node("mix", NodeItem::Type::Float);
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n_coat_affected_roughness.set_input("fg", val(1.0f));
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n_coat_affected_roughness.set_input("bg", roughness);
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@ -389,95 +448,79 @@ NODE_SHADER_MATERIALX_BEGIN
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NodeItem n_main_roughness = create_node("roughness_anisotropy", NodeItem::Type::Vector2);
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n_main_roughness.set_input("roughness", n_coat_affected_roughness);
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n_main_roughness.set_input("anisotropy", anisotropic);
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n_main_roughness.set_input("anisotropy", anisotropy);
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NodeItem n_metal_bsdf = create_node("conductor_bsdf", NodeItem::Type::BSDF);
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n_metal_bsdf.set_input("ior", n_ior_out);
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n_metal_bsdf.set_input("extinction", n_extinction_out);
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n_metal_bsdf.set_input("roughness", n_main_roughness);
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if (normal) {
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n_metal_bsdf.set_input("normal", normal);
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}
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if (n_main_tangent) {
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n_metal_bsdf.set_input("tangent", n_main_tangent);
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}
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n_metal_bsdf.set_input("normal", normal);
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n_metal_bsdf.set_input("tangent", n_main_tangent);
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NodeItem n_specular_bsdf = create_node("dielectric_bsdf", NodeItem::Type::BSDF);
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n_specular_bsdf.set_input("weight", specular);
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n_specular_bsdf.set_input("weight", specular);
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n_specular_bsdf.set_input("tint", base_color);
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n_specular_bsdf.set_input("ior", ior);
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n_specular_bsdf.set_input("ior", ior);
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n_specular_bsdf.set_input("scatter_mode", val(std::string("R")));
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n_specular_bsdf.set_input("roughness", n_main_roughness);
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if (normal) {
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n_specular_bsdf.set_input("normal", normal);
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}
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if (n_main_tangent) {
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n_specular_bsdf.set_input("tangent", n_main_tangent);
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}
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n_specular_bsdf.set_input("normal", normal);
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n_specular_bsdf.set_input("tangent", n_main_tangent);
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NodeItem n_coat_affected_transmission_roughness = create_node("mix", NodeItem::Type::Float);
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n_coat_affected_transmission_roughness.set_input("fg", val(1.0f));
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n_coat_affected_transmission_roughness.set_input("bg",
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(roughness + roughness).clamp(0.0f, 1.0f));
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n_coat_affected_transmission_roughness.set_input(
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"bg",
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(roughness + roughness)
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.clamp(0.0f, 1.0f));
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n_coat_affected_transmission_roughness.set_input("mix", n_coat_affect_roughness_multiply2);
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NodeItem n_transmission_roughness = create_node("roughness_anisotropy",
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NodeItem::Type::Vector2);
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n_transmission_roughness.set_input("roughness", n_coat_affected_transmission_roughness);
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n_transmission_roughness.set_input("anisotropy", anisotropic);
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n_transmission_roughness.set_input("anisotropy", anisotropy);
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NodeItem n_transmission_bsdf = create_node("dielectric_bsdf", NodeItem::Type::BSDF);
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n_transmission_bsdf.set_input("tint", base_color);
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n_transmission_bsdf.set_input("ior", ior);
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n_transmission_bsdf.set_input("roughness", n_transmission_roughness);
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if (normal) {
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n_transmission_bsdf.set_input("normal", normal);
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}
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if (n_main_tangent) {
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n_transmission_bsdf.set_input("tangent", n_main_tangent);
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}
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n_transmission_bsdf.set_input("normal", normal);
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n_transmission_bsdf.set_input("tangent", n_main_tangent);
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NodeItem n_coat_gamma = coat.clamp(0.0f, 1.0f) * val(0.0f) + val(1.0f);
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NodeItem n_coat_affected_subsurface_color = base_color.max(val(0.0f)) ^ n_coat_gamma;
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NodeItem n_coat_affected_subsurface_color = base_color.max(val(0.0f)) ^
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n_coat_gamma;
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NodeItem n_translucent_bsdf = create_node("translucent_bsdf", NodeItem::Type::BSDF);
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n_translucent_bsdf.set_input("color", n_coat_affected_subsurface_color);
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if (normal) {
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n_translucent_bsdf.set_input("normal", normal);
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}
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n_translucent_bsdf.set_input("normal", normal);
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NodeItem n_subsurface_bsdf = create_node("subsurface_bsdf", NodeItem::Type::BSDF);
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n_subsurface_bsdf.set_input("color", n_coat_affected_subsurface_color);
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n_subsurface_bsdf.set_input("radius", subsurface_radius);
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n_subsurface_bsdf.set_input("anisotropy", anisotropic);
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if (normal) {
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n_subsurface_bsdf.set_input("normal", normal);
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}
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n_subsurface_bsdf.set_input("radius", inputs.find("subsurface_radius")->second);
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n_subsurface_bsdf.set_input("anisotropy", anisotropy);
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n_subsurface_bsdf.set_input("normal", normal);
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NodeItem n_selected_subsurface_bsdf = create_node("mix", NodeItem::Type::BSDF);
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n_selected_subsurface_bsdf.set_input("fg", n_translucent_bsdf);
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n_selected_subsurface_bsdf.set_input("bg", n_subsurface_bsdf);
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n_selected_subsurface_bsdf.set_input("mix", val(0.0f));
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NodeItem n_sheen_bsdf = create_node("sheen_bsdf", NodeItem::Type::BSDF);
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n_sheen_bsdf.set_input("weight", sheen);
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n_sheen_bsdf.set_input("weight", inputs.find("sheen")->second);
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n_sheen_bsdf.set_input("color", base_color);
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n_sheen_bsdf.set_input("roughness", roughness);
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if (normal) {
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n_sheen_bsdf.set_input("normal", normal);
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}
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n_sheen_bsdf.set_input("normal", normal);
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NodeItem n_diffuse_bsdf = create_node("oren_nayar_diffuse_bsdf", NodeItem::Type::BSDF);
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n_diffuse_bsdf.set_input("color", base_color.max(val(0.0f)) ^ n_coat_gamma);
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n_diffuse_bsdf.set_input("color",
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base_color.max(val(0.0f)) ^ n_coat_gamma);
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n_diffuse_bsdf.set_input("roughness", roughness);
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n_diffuse_bsdf.set_input("weight", val(1.0f));
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if (normal) {
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n_diffuse_bsdf.set_input("normal", normal);
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}
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n_diffuse_bsdf.set_input("normal", normal);
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NodeItem n_subsurface_mix = create_node("mix", NodeItem::Type::BSDF);
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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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n_subsurface_mix.set_input("fg", n_selected_subsurface_bsdf);
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n_subsurface_mix.set_input("bg", n_diffuse_bsdf);
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n_subsurface_mix.set_input("mix", subsurface);
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n_subsurface_mix.set_input("mix", inputs.find("subsurface")->second);
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NodeItem n_sheen_layer = create_node("layer", NodeItem::Type::BSDF);
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n_sheen_layer.set_input("top", n_sheen_bsdf);
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@ -486,7 +529,7 @@ NODE_SHADER_MATERIALX_BEGIN
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NodeItem n_transmission_mix = create_node("mix", NodeItem::Type::BSDF);
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n_transmission_mix.set_input("fg", n_transmission_bsdf);
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n_transmission_mix.set_input("bg", n_sheen_layer);
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n_transmission_mix.set_input("mix", transmission);
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n_transmission_mix.set_input("mix", inputs.find("transmission")->second);
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NodeItem n_specular_layer = create_node("layer", NodeItem::Type::BSDF);
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n_specular_layer.set_input("top", n_specular_bsdf);
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@ -495,7 +538,7 @@ NODE_SHADER_MATERIALX_BEGIN
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NodeItem n_metalness_mix = create_node("mix", NodeItem::Type::BSDF);
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n_metalness_mix.set_input("fg", n_metal_bsdf);
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n_metalness_mix.set_input("bg", n_specular_layer);
|
||||
n_metalness_mix.set_input("mix", metallic);
|
||||
n_metalness_mix.set_input("mix", inputs.find("metalness")->second);
|
||||
|
||||
NodeItem n_thin_film_layer = create_node("layer", NodeItem::Type::BSDF);
|
||||
n_thin_film_layer.set_input("top", n_thin_film_bsdf);
|
||||
@ -516,54 +559,61 @@ NODE_SHADER_MATERIALX_BEGIN
|
||||
return res;
|
||||
}
|
||||
else if (to_type_ == NodeItem::Type::EDF) {
|
||||
auto inputs = edf_inputs();
|
||||
|
||||
res = create_node("uniform_edf", NodeItem::Type::EDF);
|
||||
res.set_input("color", emission * emission_strength);
|
||||
res.set_input("color", inputs.find("emission_color")->second * inputs.find("emission")->second);
|
||||
}
|
||||
else if (to_type_ == NodeItem::Type::SurfaceShader) {
|
||||
auto b_inputs = bsdf_inputs();
|
||||
auto e_inputs = edf_inputs();
|
||||
|
||||
NodeItem roughness = b_inputs.find("diffuse_roughness")->second;
|
||||
NodeItem base_color = b_inputs.find("base_color")->second;
|
||||
NodeItem anisotropic = b_inputs.find("specular_anisotropy")->second;
|
||||
NodeItem ior = b_inputs.find("specular_IOR")->second;
|
||||
NodeItem rotation = b_inputs.find("specular_rotation")->second;
|
||||
|
||||
res = create_node("standard_surface", NodeItem::Type::SurfaceShader);
|
||||
res.set_input("base", val(1.0f));
|
||||
res.set_input("base_color", base_color);
|
||||
res.set_input("diffuse_roughness", roughness);
|
||||
if (normal) {
|
||||
res.set_input("normal", normal);
|
||||
}
|
||||
if (tangent) {
|
||||
res.set_input("tangent", tangent);
|
||||
}
|
||||
res.set_input("metalness", metallic);
|
||||
|
||||
res.set_input("specular", specular);
|
||||
res.set_input("metalness", b_inputs.find("metalness")->second );
|
||||
|
||||
res.set_input("specular", b_inputs.find("specular")->second );
|
||||
res.set_input("specular_color", base_color);
|
||||
res.set_input("specular_roughness", roughness);
|
||||
res.set_input("specular_IOR", ior);
|
||||
res.set_input("specular_anisotropy", anisotropic);
|
||||
res.set_input("specular_rotation", anisotropic_rotation);
|
||||
res.set_input("specular_rotation", rotation);
|
||||
|
||||
res.set_input("transmission", transmission);
|
||||
res.set_input("transmission", b_inputs.find("transmission")->second );
|
||||
res.set_input("transmission_color", base_color);
|
||||
res.set_input("transmission_extra_roughness", roughness);
|
||||
|
||||
res.set_input("subsurface", subsurface);
|
||||
res.set_input("subsurface", b_inputs.find("subsurface")->second );
|
||||
res.set_input("subsurface_color", base_color);
|
||||
res.set_input("subsurface_radius", subsurface_radius);
|
||||
res.set_input("subsurface_radius", b_inputs.find("subsurface_radius")->second );
|
||||
res.set_input("subsurface_anisotropy", anisotropic);
|
||||
|
||||
res.set_input("sheen", sheen);
|
||||
res.set_input("sheen", b_inputs.find("sheen")->second );
|
||||
res.set_input("sheen_color", base_color);
|
||||
res.set_input("sheen_roughness", roughness);
|
||||
|
||||
res.set_input("coat", coat);
|
||||
res.set_input("coat", b_inputs.find("coat")->second );
|
||||
res.set_input("coat_color", base_color);
|
||||
res.set_input("coat_roughness", coat_roughness);
|
||||
res.set_input("coat_roughness", b_inputs.find("coat_roughness")->second );
|
||||
res.set_input("coat_IOR", ior);
|
||||
res.set_input("coat_anisotropy", anisotropic);
|
||||
res.set_input("coat_rotation", anisotropic_rotation);
|
||||
if (coat_normal) {
|
||||
res.set_input("coat_normal", coat_normal);
|
||||
}
|
||||
res.set_input("coat_rotation", rotation);
|
||||
res.set_input("coat_normal", b_inputs.find("coat_normal")->second );
|
||||
|
||||
res.set_input("emission", emission_strength);
|
||||
res.set_input("emission_color", emission);
|
||||
res.set_input("emission", e_inputs.find("emission")->second);
|
||||
res.set_input("emission_color", e_inputs.find("emission_color")->second);
|
||||
|
||||
res.set_input("normal", b_inputs.find("normal")->second);
|
||||
res.set_input("tangent", b_inputs.find("tangent")->second);
|
||||
}
|
||||
|
||||
return res;
|
||||
|
Loading…
Reference in New Issue
Block a user
Rewrite
create_node()
withinputs
parameter inside function.