forked from blender/blender
MaterialX: split standard_surface into basic nodes #26
@ -289,99 +289,60 @@ 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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/* NOTE: commented inputs aren't used for node creation. */
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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 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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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 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 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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subsurface_radius = subsurface_radius * subsurface_scale;
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return std::map<std::string, NodeItem>{
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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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{"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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{"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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{"base_color", get_input_value("Base Color", NodeItem::Type::Color3)},
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{"subsurface", get_input_value("Subsurface", NodeItem::Type::Float)},
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{"subsurface_scale", get_input_value("Subsurface Scale", NodeItem::Type::Float)},
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{"subsurface_radius", get_input_value("Subsurface Radius", NodeItem::Type::Vector3)},
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//{"subsurface_ior", get_input_value("Subsurface IOR", NodeItem::Type::Vector3)},
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{"subsurface_anisotropy", get_input_value("Subsurface Anisotropy", NodeItem::Type::Float)},
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{"metallic", get_input_value("Metallic", NodeItem::Type::Float)},
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{"specular", get_input_value("Specular", NodeItem::Type::Float)},
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{"specular_tint", get_input_value("Specular Tint", NodeItem::Type::Color3)},
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{"roughness", get_input_value("Roughness", NodeItem::Type::Float)},
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{"anisotropic", get_input_value("Anisotropic", NodeItem::Type::Float)},
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{"anisotropic_rotation", get_input_value("Anisotropic Rotation", NodeItem::Type::Float)},
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{"sheen", get_input_value("Sheen", NodeItem::Type::Float)},
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{"sheen_roughness", get_input_value("Sheen Roughness", NodeItem::Type::Float)},
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{"sheen_tint", get_input_value("Sheen Tint", NodeItem::Type::Color3)},
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{"coat", get_input_value("Coat", NodeItem::Type::Float)},
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{"coat_roughness", get_input_value("Coat Roughness", NodeItem::Type::Float)},
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{"coat_ior", get_input_value("Coat IOR", NodeItem::Type::Float)},
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{"coat_tint", get_input_value("Coat Tint", NodeItem::Type::Color3)},
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{"ior", get_input_value("IOR", NodeItem::Type::Float)},
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{"transmission", get_input_value("Transmission", NodeItem::Type::Float)},
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//{"alpha", get_input_value("Alpha", NodeItem::Type::Float)},
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{"normal", get_input_link("Normal", NodeItem::Type::Vector3)},
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{"coat_normal", get_input_link("Coat Normal", NodeItem::Type::Vector3)},
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{"tangent", get_input_link("Tangent", NodeItem::Type::Vector3)},
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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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return std::map<std::string, NodeItem>{
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{"emission", get_input_value("Emission Strength", NodeItem::Type::Float)},
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{"emission_color", get_input_value("Emission", NodeItem::Type::Color3)}};
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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 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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DagerD marked this conversation as resolved
Outdated
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NodeItem ior = inputs.find("specular_IOR")->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 n_main_tangent = empty();
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if (tangent) {
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if (tangent && normal) {
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NodeItem n_tangent_rotate = create_node(
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"rotate3d",
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NodeItem::Type::Vector3,
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@ -397,22 +358,22 @@ 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", roughness}, {"anisotropy", anisotropy}});
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{{"roughness", inputs.find("coat_roughness")->second}, {"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", val(MaterialX::Color3(1.0f, 1.0f, 1.0f))},
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{"ior", ior},
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{"tint", inputs.find("coat_tint")->second},
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{"ior", inputs.find("coat_ior")->second},
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{"scatter_mode", val(std::string("R"))},
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{"roughness", n_coat_roughness_vector},
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{"normal", normal}});
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{"normal", coat_normal}});
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if (tangent) {
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if (tangent && coat_normal) {
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NodeItem n_coat_tangent_rotate = create_node(
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"rotate3d",
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NodeItem::Type::Vector3,
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{{"in", tangent}, {"amount", rotation * val(360.0f)}, {"axis", normal}});
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{{"in", tangent}, {"amount", rotation * val(360.0f)}, {"axis", coat_normal}});
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NodeItem n_coat_tangent_rotate_normalize = create_node(
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"normalize", NodeItem::Type::Vector3, {{"in", n_coat_tangent_rotate}});
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@ -434,7 +395,8 @@ 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) * roughness;
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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_affected_roughness = create_node(
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"mix",
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NodeItem::Type::Float,
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@ -456,7 +418,7 @@ 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", base_color},
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{"tint", inputs.find("specular_tint")->second},
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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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@ -490,11 +452,13 @@ NODE_SHADER_MATERIALX_BEGIN
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NodeItem::Type::BSDF,
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{{"color", n_coat_affected_subsurface_color}, {"normal", normal}});
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NodeItem n_subsurface_bsdf = create_node("subsurface_bsdf",
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NodeItem n_subsurface_bsdf = create_node(
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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", inputs.find("subsurface_radius")->second},
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{"anisotropy", anisotropy},
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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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{"normal", normal}});
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NodeItem n_selected_subsurface_bsdf = create_node(
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@ -505,8 +469,8 @@ 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", base_color},
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{"roughness", roughness},
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{"color", inputs.find("sheen_tint")->second},
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{"roughness", inputs.find("sheen_roughness")->second},
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{"normal", normal}});
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NodeItem n_diffuse_bsdf = create_node("oren_nayar_diffuse_bsdf",
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@ -538,7 +502,7 @@ NODE_SHADER_MATERIALX_BEGIN
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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("metalness")->second}});
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{"mix", inputs.find("metallic")->second}});
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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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@ -546,16 +510,15 @@ NODE_SHADER_MATERIALX_BEGIN
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NodeItem n_opacity_luminance = create_node(
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"luminance", NodeItem::Type::Color3, {{"in", val(MaterialX::Color3(1.0f, 1.0f, 1.0f))}});
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NodeItem n_coat_attenuation = create_node(
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"mix",
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NodeItem n_coat_attenuation = create_node("mix",
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NodeItem::Type::Color3,
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{{"fg", base_color}, {"bg", val(MaterialX::Color3(1.0f, 1.0f, 1.0f))}, {"mix", coat}});
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{{"fg", inputs.find("coat_tint")->second},
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{"bg", val(MaterialX::Color3(1.0f, 1.0f, 1.0f))},
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{"mix", coat}});
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res = create_node("layer",
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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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{{"top", n_coat_bsdf}, {"base", n_thin_film_layer * n_coat_attenuation}});
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return res;
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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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@ -569,22 +532,22 @@ NODE_SHADER_MATERIALX_BEGIN
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auto b_inputs = bsdf_inputs();
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auto e_inputs = edf_inputs();
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NodeItem roughness = b_inputs.find("diffuse_roughness")->second;
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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("specular_anisotropy")->second;
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NodeItem ior = b_inputs.find("specular_IOR")->second;
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NodeItem rotation = b_inputs.find("specular_rotation")->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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res = create_node("standard_surface",
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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("metalness")->second},
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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", base_color},
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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", ior},
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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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@ -592,15 +555,16 @@ NODE_SHADER_MATERIALX_BEGIN
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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", b_inputs.find("subsurface_radius")->second},
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{"subsurface_anisotropy", anisotropic},
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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", base_color},
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{"sheen_roughness", roughness},
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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", base_color},
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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", ior},
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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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@ -609,6 +573,9 @@ NODE_SHADER_MATERIALX_BEGIN
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{"normal", b_inputs.find("normal")->second},
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{"tangent", b_inputs.find("tangent")->second}});
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}
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else {
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BLI_assert_unreachable();
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}
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return res;
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}
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Loading…
Reference in New Issue
Block a user
Rewrite
create_node()
withinputs
parameter inside function.