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
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@ -2,6 +2,8 @@
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include <map>
#include "BLI_string.h"
#include "node_shader_util.hh"
@ -287,64 +289,118 @@ static void node_shader_update_principled(bNodeTree *ntree, bNode *node)
NODE_SHADER_MATERIALX_BEGIN
#ifdef WITH_MATERIALX
{
NodeItem base_color = get_input_value("Base Color", NodeItem::Type::Color3);
auto bsdf_inputs = [&]() {
NodeItem base_color = get_input_value("Base Color", NodeItem::Type::Color3);
NodeItem subsurface = get_input_value("Subsurface", NodeItem::Type::Float);
NodeItem subsurface_radius = get_input_value("Subsurface Radius", NodeItem::Type::Vector3);
NodeItem subsurface_scale = get_input_value("Subsurface Scale", NodeItem::Type::Float);
NodeItem subsurface = get_input_value("Subsurface", NodeItem::Type::Float);
NodeItem subsurface_radius = get_input_value("Subsurface Radius", NodeItem::Type::Vector3);
NodeItem subsurface_scale = get_input_value("Subsurface Scale", NodeItem::Type::Float);
NodeItem metallic = get_input_value("Metallic", NodeItem::Type::Float);
NodeItem specular = get_input_value("Specular", NodeItem::Type::Float);
// NodeItem specular_tint = get_input_value("Specular Tint");
NodeItem roughness = get_input_value("Roughness", NodeItem::Type::Float);
NodeItem metallic = get_input_value("Metallic", NodeItem::Type::Float);
NodeItem specular = get_input_value("Specular", NodeItem::Type::Float);
// NodeItem specular_tint = get_input_value("Specular Tint");
NodeItem roughness = get_input_value("Roughness", NodeItem::Type::Float);
/* TODO: use Specular Tint input */
NodeItem anisotropic = get_input_value("Anisotropic", NodeItem::Type::Float);
NodeItem anisotropic_rotation = get_input_value("Anisotropic Rotation", NodeItem::Type::Float);
// anisotropic_rotation = 0.5 - (anisotropic_rotation % 1.0)
/* TODO: use Specular Tint input */
NodeItem anisotropic = get_input_value("Anisotropic", NodeItem::Type::Float);
NodeItem anisotropic_rotation = get_input_value("Anisotropic Rotation",
NodeItem::Type::Float);
// anisotropic_rotation = 0.5 - (anisotropic_rotation % 1.0)
NodeItem sheen = get_input_value("Sheen", NodeItem::Type::Float);
// sheen_tint = get_input_value("Sheen Tint");
NodeItem sheen = get_input_value("Sheen", NodeItem::Type::Float);
// sheen_tint = get_input_value("Sheen Tint");
NodeItem coat = get_input_value("Coat", NodeItem::Type::Float);
NodeItem coat_roughness = get_input_value("Coat Roughness", NodeItem::Type::Float);
NodeItem coat = get_input_value("Coat", NodeItem::Type::Float);
NodeItem coat_roughness = get_input_value("Coat Roughness", NodeItem::Type::Float);
NodeItem ior = get_input_value("IOR", NodeItem::Type::Float);
NodeItem ior = get_input_value("IOR", NodeItem::Type::Float);
NodeItem transmission = get_input_value("Transmission", NodeItem::Type::Float);
NodeItem transmission = get_input_value("Transmission", NodeItem::Type::Float);
NodeItem emission = get_input_value("Emission", NodeItem::Type::Color3);
NodeItem emission_strength = get_input_value("Emission Strength", NodeItem::Type::Float);
NodeItem alpha = get_input_value("Alpha", NodeItem::Type::Float);
// transparency = 1.0 - alpha
NodeItem alpha = get_input_value("Alpha", NodeItem::Type::Float);
// transparency = 1.0 - alpha
NodeItem normal = get_input_link("Normal", NodeItem::Type::Vector3);
NodeItem coat_normal = get_input_link("Coat Normal", NodeItem::Type::Vector3);
NodeItem tangent = get_input_link("Tangent", NodeItem::Type::Vector3);
NodeItem normal = get_input_link("Normal", NodeItem::Type::Vector3);
NodeItem coat_normal = get_input_link("Coat Normal", NodeItem::Type::Vector3);
NodeItem tangent = get_input_link("Tangent", NodeItem::Type::Vector3);
subsurface_radius = subsurface_radius * subsurface_scale;
subsurface_radius = subsurface_radius * subsurface_scale;
return std::map<std::string, NodeItem> {{"base", val(1.0f)},
{"base_color", base_color},
{"diffuse_roughness", roughness},
{"normal", normal},
{"tangent", tangent},
{"metalness", metallic},
{"specular", specular},
{"specular_color", base_color},
{"specular_roughness", roughness},
{"specular_IOR", ior},
DagerD marked this conversation as resolved Outdated

Rewrite create_node() with inputs parameter inside function.

Rewrite `create_node()` with `inputs` parameter inside function.
{"specular_anisotropy", anisotropic},
{"specular_rotation", anisotropic_rotation},
{"transmission", transmission},
{"transmission_color", base_color},
{"transmission_extra_roughness", roughness},
{"subsurface", subsurface},
{"subsurface_color", base_color},
{"subsurface_radius", subsurface_radius},
{"subsurface_anisotropy", anisotropic},
{"sheen", sheen},
{"sheen_color", base_color},
{"sheen_roughness", roughness},
{"coat", coat},
{"coat_color", base_color},
{"coat_roughness", coat_roughness},
{"coat_IOR", ior},
{"coat_anisotropy", anisotropic},
{"coat_rotation", anisotropic_rotation},
{"coat_normal", coat_normal},
};
};
auto edf_inputs = [&]() {
NodeItem emission = get_input_value("Emission", NodeItem::Type::Color3);
NodeItem emission_strength = get_input_value("Emission Strength", NodeItem::Type::Float);
return std::map<std::string, NodeItem>{{"emission", emission_strength},
{"emission_color", emission}};
};
NodeItem res = empty();
if (to_type_ == NodeItem::Type::BSDF) {
auto inputs = bsdf_inputs();
NodeItem roughness = inputs.find("diffuse_roughness")->second;
NodeItem anisotropy = inputs.find("specular_anisotropy")->second;
NodeItem rotation = inputs.find("specular_rotation")->second;
NodeItem base_color = inputs.find("base_color")->second;
NodeItem specular = inputs.find("specular")->second;
NodeItem coat = inputs.find("coat")->second;
NodeItem ior = inputs.find("specular_IOR")->second;
NodeItem normal = inputs.find("normal")->second;
NodeItem tangent = inputs.find("tangent")->second;
NodeItem n_main_tangent = empty();
if (tangent) {
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("amount", rotation * val(360.0f));
n_tangent_rotate.set_input("axis", normal);
NodeItem n_tangent_rotate_normalize = create_node("normalize", NodeItem::Type::Vector3);
n_tangent_rotate_normalize.set_input("in", n_tangent_rotate);
n_main_tangent = anisotropic.if_else(
NodeItem::CompareOp::Greater, val(0.0f), n_tangent_rotate_normalize, tangent);
n_main_tangent = anisotropy.if_else(
NodeItem::CompareOp::Greater,
val(0.0f),
n_tangent_rotate_normalize,
tangent);
}
NodeItem n_coat_roughness_vector = create_node("roughness_anisotropy",
NodeItem::Type::Vector2);
n_coat_roughness_vector.set_input("roughness", roughness);
n_coat_roughness_vector.set_input("anisotropy", anisotropic);
n_coat_roughness_vector.set_input("anisotropy", anisotropy);
NodeItem n_coat_bsdf = create_node("dielectric_bsdf", NodeItem::Type::BSDF);
n_coat_bsdf.set_input("weight", coat);
@ -352,21 +408,22 @@ NODE_SHADER_MATERIALX_BEGIN
n_coat_bsdf.set_input("ior", ior);
n_coat_bsdf.set_input("scatter_mode", val(std::string("R")));
n_coat_bsdf.set_input("roughness", n_coat_roughness_vector);
if (normal) {
n_coat_bsdf.set_input("normal", normal);
}
n_coat_bsdf.set_input("normal", normal);
if (tangent) {
NodeItem n_coat_tangent_rotate = create_node("rotate3d", NodeItem::Type::Vector3);
n_coat_tangent_rotate.set_input("in", tangent);
n_coat_tangent_rotate.set_input("amount", anisotropic_rotation * val(360.0f));
n_coat_tangent_rotate.set_input("amount", rotation * val(360.0f));
n_coat_tangent_rotate.set_input("axis", normal);
NodeItem n_coat_tangent_rotate_normalize = create_node("normalize", NodeItem::Type::Vector3);
n_coat_tangent_rotate_normalize.set_input("in", n_coat_tangent_rotate);
NodeItem n_coat_tangent = anisotropic.if_else(
NodeItem::CompareOp::Greater, val(0.0f), n_coat_tangent_rotate_normalize, tangent);
NodeItem n_coat_tangent = anisotropy.if_else(
NodeItem::CompareOp::Greater,
val(0.0f),
n_coat_tangent_rotate_normalize,
tangent);
n_coat_bsdf.set_input("tangent", n_coat_tangent);
}
@ -377,11 +434,13 @@ NODE_SHADER_MATERIALX_BEGIN
NodeItem n_artistic_ior = create_node("artistic_ior", NodeItem::Type::Multioutput);
n_artistic_ior.set_input("reflectivity", base_color * val(1.0f));
n_artistic_ior.set_input("edge_color", base_color * specular);
n_artistic_ior.set_input(
"edge_color", base_color * specular);
NodeItem n_ior_out = n_artistic_ior.add_output("ior", NodeItem::Type::Color3);
NodeItem n_extinction_out = n_artistic_ior.add_output("extinction", NodeItem::Type::Color3);
NodeItem n_coat_affect_roughness_multiply2 = coat * val(0.0f) * roughness;
NodeItem n_coat_affect_roughness_multiply2 = coat * val(0.0f) *
roughness;
NodeItem n_coat_affected_roughness = create_node("mix", NodeItem::Type::Float);
n_coat_affected_roughness.set_input("fg", val(1.0f));
n_coat_affected_roughness.set_input("bg", roughness);
@ -389,95 +448,79 @@ NODE_SHADER_MATERIALX_BEGIN
NodeItem n_main_roughness = create_node("roughness_anisotropy", NodeItem::Type::Vector2);
n_main_roughness.set_input("roughness", n_coat_affected_roughness);
n_main_roughness.set_input("anisotropy", anisotropic);
n_main_roughness.set_input("anisotropy", anisotropy);
NodeItem n_metal_bsdf = create_node("conductor_bsdf", NodeItem::Type::BSDF);
n_metal_bsdf.set_input("ior", n_ior_out);
n_metal_bsdf.set_input("extinction", n_extinction_out);
n_metal_bsdf.set_input("roughness", n_main_roughness);
if (normal) {
n_metal_bsdf.set_input("normal", normal);
}
if (n_main_tangent) {
n_metal_bsdf.set_input("tangent", n_main_tangent);
}
n_metal_bsdf.set_input("normal", normal);
n_metal_bsdf.set_input("tangent", n_main_tangent);
NodeItem n_specular_bsdf = create_node("dielectric_bsdf", NodeItem::Type::BSDF);
n_specular_bsdf.set_input("weight", specular);
n_specular_bsdf.set_input("weight", specular);
n_specular_bsdf.set_input("tint", base_color);
n_specular_bsdf.set_input("ior", ior);
n_specular_bsdf.set_input("ior", ior);
n_specular_bsdf.set_input("scatter_mode", val(std::string("R")));
n_specular_bsdf.set_input("roughness", n_main_roughness);
if (normal) {
n_specular_bsdf.set_input("normal", normal);
}
if (n_main_tangent) {
n_specular_bsdf.set_input("tangent", n_main_tangent);
}
n_specular_bsdf.set_input("normal", normal);
n_specular_bsdf.set_input("tangent", n_main_tangent);
NodeItem n_coat_affected_transmission_roughness = create_node("mix", NodeItem::Type::Float);
n_coat_affected_transmission_roughness.set_input("fg", val(1.0f));
n_coat_affected_transmission_roughness.set_input("bg",
(roughness + roughness).clamp(0.0f, 1.0f));
n_coat_affected_transmission_roughness.set_input(
"bg",
(roughness + roughness)
.clamp(0.0f, 1.0f));
n_coat_affected_transmission_roughness.set_input("mix", n_coat_affect_roughness_multiply2);
NodeItem n_transmission_roughness = create_node("roughness_anisotropy",
NodeItem::Type::Vector2);
n_transmission_roughness.set_input("roughness", n_coat_affected_transmission_roughness);
n_transmission_roughness.set_input("anisotropy", anisotropic);
n_transmission_roughness.set_input("anisotropy", anisotropy);
NodeItem n_transmission_bsdf = create_node("dielectric_bsdf", NodeItem::Type::BSDF);
n_transmission_bsdf.set_input("tint", base_color);
n_transmission_bsdf.set_input("ior", ior);
n_transmission_bsdf.set_input("roughness", n_transmission_roughness);
if (normal) {
n_transmission_bsdf.set_input("normal", normal);
}
if (n_main_tangent) {
n_transmission_bsdf.set_input("tangent", n_main_tangent);
}
n_transmission_bsdf.set_input("normal", normal);
n_transmission_bsdf.set_input("tangent", n_main_tangent);
NodeItem n_coat_gamma = coat.clamp(0.0f, 1.0f) * val(0.0f) + val(1.0f);
NodeItem n_coat_affected_subsurface_color = base_color.max(val(0.0f)) ^ n_coat_gamma;
NodeItem n_coat_affected_subsurface_color = base_color.max(val(0.0f)) ^
n_coat_gamma;
NodeItem n_translucent_bsdf = create_node("translucent_bsdf", NodeItem::Type::BSDF);
n_translucent_bsdf.set_input("color", n_coat_affected_subsurface_color);
if (normal) {
n_translucent_bsdf.set_input("normal", normal);
}
n_translucent_bsdf.set_input("normal", normal);
NodeItem n_subsurface_bsdf = create_node("subsurface_bsdf", NodeItem::Type::BSDF);
n_subsurface_bsdf.set_input("color", n_coat_affected_subsurface_color);
n_subsurface_bsdf.set_input("radius", subsurface_radius);
n_subsurface_bsdf.set_input("anisotropy", anisotropic);
if (normal) {
n_subsurface_bsdf.set_input("normal", normal);
}
n_subsurface_bsdf.set_input("radius", inputs.find("subsurface_radius")->second);
n_subsurface_bsdf.set_input("anisotropy", anisotropy);
n_subsurface_bsdf.set_input("normal", normal);
NodeItem n_selected_subsurface_bsdf = create_node("mix", NodeItem::Type::BSDF);
n_selected_subsurface_bsdf.set_input("fg", n_translucent_bsdf);
n_selected_subsurface_bsdf.set_input("bg", n_subsurface_bsdf);
n_selected_subsurface_bsdf.set_input("mix", val(0.0f));
NodeItem n_sheen_bsdf = create_node("sheen_bsdf", NodeItem::Type::BSDF);
n_sheen_bsdf.set_input("weight", sheen);
n_sheen_bsdf.set_input("weight", inputs.find("sheen")->second);
n_sheen_bsdf.set_input("color", base_color);
n_sheen_bsdf.set_input("roughness", roughness);
if (normal) {
n_sheen_bsdf.set_input("normal", normal);
}
n_sheen_bsdf.set_input("normal", normal);
NodeItem n_diffuse_bsdf = create_node("oren_nayar_diffuse_bsdf", NodeItem::Type::BSDF);
n_diffuse_bsdf.set_input("color", base_color.max(val(0.0f)) ^ n_coat_gamma);
n_diffuse_bsdf.set_input("color",
base_color.max(val(0.0f)) ^ n_coat_gamma);
n_diffuse_bsdf.set_input("roughness", roughness);
n_diffuse_bsdf.set_input("weight", val(1.0f));
if (normal) {
n_diffuse_bsdf.set_input("normal", normal);
}
n_diffuse_bsdf.set_input("normal", normal);
NodeItem n_subsurface_mix = create_node("mix", NodeItem::Type::BSDF);
DagerD marked this conversation as resolved Outdated

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> } ```
n_subsurface_mix.set_input("fg", n_selected_subsurface_bsdf);
n_subsurface_mix.set_input("bg", n_diffuse_bsdf);
n_subsurface_mix.set_input("mix", subsurface);
n_subsurface_mix.set_input("mix", inputs.find("subsurface")->second);
NodeItem n_sheen_layer = create_node("layer", NodeItem::Type::BSDF);
n_sheen_layer.set_input("top", n_sheen_bsdf);
@ -486,7 +529,7 @@ NODE_SHADER_MATERIALX_BEGIN
NodeItem n_transmission_mix = create_node("mix", NodeItem::Type::BSDF);
n_transmission_mix.set_input("fg", n_transmission_bsdf);
n_transmission_mix.set_input("bg", n_sheen_layer);
n_transmission_mix.set_input("mix", transmission);
n_transmission_mix.set_input("mix", inputs.find("transmission")->second);
NodeItem n_specular_layer = create_node("layer", NodeItem::Type::BSDF);
n_specular_layer.set_input("top", n_specular_bsdf);
@ -495,7 +538,7 @@ NODE_SHADER_MATERIALX_BEGIN
NodeItem n_metalness_mix = create_node("mix", NodeItem::Type::BSDF);
n_metalness_mix.set_input("fg", n_metal_bsdf);
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;