forked from blender/blender
MaterialX: split standard_surface into basic nodes #26
@ -51,9 +51,12 @@ class NodeItem {
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MaterialX::OutputPtr output;
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MaterialX::OutputPtr output;
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private:
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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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public:
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/* NOTE: Default constructor added to allow easy work with std::map.
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* 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(MaterialX::GraphElement *graph);
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~NodeItem() = default;
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~NodeItem() = default;
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@ -2,6 +2,8 @@
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*
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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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 "BLI_string.h"
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#include "node_shader_util.hh"
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#include "node_shader_util.hh"
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@ -287,83 +289,287 @@ static void node_shader_update_principled(bNodeTree *ntree, bNode *node)
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NODE_SHADER_MATERIALX_BEGIN
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NODE_SHADER_MATERIALX_BEGIN
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#ifdef WITH_MATERIALX
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#ifdef WITH_MATERIALX
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{
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{
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if (to_type_ != NodeItem::Type::SurfaceShader) {
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/* NOTE: commented inputs aren't used for node creation. */
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/* TODO: implement for BSDF and EDF */
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auto bsdf_inputs = [&]() {
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return empty();
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return std::map<std::string, NodeItem>{
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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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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 in = bsdf_inputs();
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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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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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NodeItem n_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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NodeItem n_tangent_rotate_normalize = create_node(
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"normalize", NodeItem::Type::Vector3, {{"in", n_tangent_rotate}});
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n_main_tangent = anisotropy.if_else(
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NodeItem::CompareOp::Greater, val(0.0f), n_tangent_rotate_normalize, tangent);
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}
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}
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NodeItem base_color = get_input_value("Base Color", NodeItem::Type::Color3);
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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", in["coat_roughness"]}, {"anisotropy", anisotropy}});
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NodeItem subsurface = get_input_value("Subsurface", NodeItem::Type::Float);
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NodeItem n_coat_bsdf = create_node("dielectric_bsdf",
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NodeItem subsurface_radius = get_input_value("Subsurface Radius", NodeItem::Type::Color3);
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NodeItem::Type::BSDF,
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NodeItem subsurface_scale = get_input_value("Subsurface Scale", NodeItem::Type::Float);
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{{"weight", coat},
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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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NodeItem metallic = get_input_value("Metallic", NodeItem::Type::Float);
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if (tangent && coat_normal) {
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NodeItem specular = get_input_value("Specular", NodeItem::Type::Float);
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NodeItem n_coat_tangent_rotate = create_node(
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// NodeItem specular_tint = get_input_value("Specular Tint");
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"rotate3d",
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NodeItem roughness = get_input_value("Roughness", NodeItem::Type::Float);
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NodeItem::Type::Vector3,
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{{"in", tangent}, {"amount", rotation * val(360.0f)}, {"axis", coat_normal}});
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/* TODO: use Specular Tint input */
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NodeItem n_coat_tangent_rotate_normalize = create_node(
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NodeItem anisotropic = get_input_value("Anisotropic", NodeItem::Type::Float);
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"normalize", NodeItem::Type::Vector3, {{"in", n_coat_tangent_rotate}});
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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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NodeItem n_coat_tangent = anisotropy.if_else(
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// sheen_tint = get_input_value("Sheen Tint");
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NodeItem::CompareOp::Greater, val(0.0f), n_coat_tangent_rotate_normalize, tangent);
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NodeItem coat = get_input_value("Coat", NodeItem::Type::Float);
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n_coat_bsdf.set_input("tangent", n_coat_tangent);
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NodeItem coat_roughness = get_input_value("Coat Roughness", NodeItem::Type::Float);
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}
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NodeItem ior = get_input_value("IOR", NodeItem::Type::Float);
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NodeItem n_thin_film_bsdf = create_node(
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"thin_film_bsdf", NodeItem::Type::BSDF, {{"thickness", val(0.0f)}, {"ior", val(1.5f)}});
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NodeItem transmission = get_input_value("Transmission", NodeItem::Type::Float);
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NodeItem n_artistic_ior = create_node(
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"artistic_ior",
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NodeItem::Type::Multioutput,
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{{"reflectivity", base_color * val(1.0f)}, {"edge_color", base_color * specular}});
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NodeItem emission = get_input_value("Emission", NodeItem::Type::Color3);
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NodeItem n_ior_out = n_artistic_ior.add_output("ior", NodeItem::Type::Color3);
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NodeItem emission_strength = get_input_value("Emission Strength", NodeItem::Type::Float);
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NodeItem n_extinction_out = n_artistic_ior.add_output("extinction", NodeItem::Type::Color3);
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NodeItem alpha = get_input_value("Alpha", NodeItem::Type::Float);
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NodeItem n_coat_affect_roughness_multiply2 = coat * val(0.0f) * in["coat_roughness"];
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// transparency = 1.0 - alpha
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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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{{"fg", val(1.0f)}, {"bg", roughness}, {"mix", n_coat_affect_roughness_multiply2}});
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NodeItem normal = get_input_link("Normal", NodeItem::Type::Vector3);
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NodeItem n_main_roughness = create_node(
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NodeItem coat_normal = get_input_link("Coat Normal", NodeItem::Type::Vector3);
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"roughness_anisotropy",
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NodeItem tangent = get_input_link("Tangent", NodeItem::Type::Vector3);
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NodeItem::Type::Vector2,
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{{"roughness", n_coat_affected_roughness}, {"anisotropy", anisotropy}});
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subsurface_radius = subsurface_radius * subsurface_scale;
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NodeItem n_metal_bsdf = create_node("conductor_bsdf",
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NodeItem::Type::BSDF,
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{{"ior", n_ior_out},
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{"extinction", n_extinction_out},
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{"roughness", n_main_roughness},
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{"normal", normal},
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{"tangent", n_main_tangent}});
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/* Creating standard_surface */
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NodeItem n_specular_bsdf = create_node("dielectric_bsdf",
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return create_node("standard_surface",
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NodeItem::Type::BSDF,
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{{"weight", specular},
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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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{"normal", normal},
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{"tangent", n_main_tangent}});
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NodeItem n_coat_affected_transmission_roughness = create_node(
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"mix",
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NodeItem::Type::Float,
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{{"fg", val(1.0f)},
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{"bg", (roughness + roughness).clamp(0.0f, 1.0f)},
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{"mix", n_coat_affect_roughness_multiply2}});
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NodeItem n_transmission_roughness = create_node(
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"roughness_anisotropy",
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NodeItem::Type::Vector2,
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{{"roughness", n_coat_affected_transmission_roughness}, {"anisotropy", anisotropy}});
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NodeItem n_transmission_bsdf = create_node("dielectric_bsdf",
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NodeItem::Type::BSDF,
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{{"tint", base_color},
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{"ior", ior},
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{"roughness", n_transmission_roughness},
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{"normal", normal},
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{"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_translucent_bsdf = create_node(
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"translucent_bsdf",
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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(
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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", 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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"mix",
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NodeItem::Type::BSDF,
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{{"fg", n_translucent_bsdf}, {"bg", n_subsurface_bsdf}, {"mix", val(0.0f)}});
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NodeItem n_sheen_bsdf = create_node("sheen_bsdf",
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NodeItem::Type::BSDF,
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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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NodeItem::Type::BSDF,
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{{"color", base_color.max(val(0.0f)) ^ n_coat_gamma},
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{"roughness", roughness},
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{"weight", val(1.0f)},
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{"normal", normal}});
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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(
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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(
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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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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("mix",
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NodeItem::Type::Color3,
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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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res = create_node("layer",
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NodeItem::Type::BSDF,
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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 in = edf_inputs();
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res = create_node(
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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 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 = 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("standard_surface",
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NodeItem::Type::SurfaceShader,
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NodeItem::Type::SurfaceShader,
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{{"base", val(1.0f)},
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{{"base", val(1.0f)},
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{"base_color", base_color},
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{"base_color", base_color},
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{"diffuse_roughness", roughness},
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{"diffuse_roughness", roughness},
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{"normal", normal},
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{"metalness", in["metallic"]},
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{"tangent", tangent},
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{"specular", in["specular"]},
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{"metalness", metallic},
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{"specular_color", in["specular_tint"]},
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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_roughness", roughness},
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{"specular_IOR", ior},
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{"specular_IOR", in["ior"]},
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{"specular_anisotropy", anisotropic},
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{"specular_anisotropy", anisotropic},
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{"specular_rotation", anisotropic_rotation},
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{"specular_rotation", rotation},
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{"transmission", transmission},
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{"transmission", in["transmission"]},
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{"transmission_color", base_color},
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{"transmission_color", base_color},
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{"transmission_extra_roughness", roughness},
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{"transmission_extra_roughness", roughness},
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{"subsurface", subsurface},
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{"subsurface", in["subsurface"]},
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{"subsurface_color", base_color},
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{"subsurface_color", base_color},
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{"subsurface_radius", subsurface_radius},
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{"subsurface_radius", in["subsurface_radius"] * in["subsurface_scale"]},
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{"subsurface_anisotropy", anisotropic},
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{"subsurface_anisotropy", in["subsurface_anisotropy"]},
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{"sheen", sheen},
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{"sheen", in["sheen"]},
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{"sheen_color", base_color},
|
{"sheen_color", in["sheen_tint"]},
|
||||||
{"sheen_roughness", roughness},
|
{"sheen_roughness", in["sheen_roughness"]},
|
||||||
{"coat", coat},
|
{"coat", in["coat"]},
|
||||||
{"coat_color", base_color},
|
{"coat_color", in["coat_tint"]},
|
||||||
{"coat_roughness", coat_roughness},
|
{"coat_roughness", in["coat_roughness"]},
|
||||||
{"coat_IOR", ior},
|
{"coat_IOR", in["coat_ior"]},
|
||||||
{"coat_anisotropy", anisotropic},
|
{"coat_anisotropy", anisotropic},
|
||||||
{"coat_rotation", anisotropic_rotation},
|
{"coat_rotation", rotation},
|
||||||
{"coat_normal", coat_normal},
|
{"coat_normal", in["coat_normal"]},
|
||||||
{"emission", emission_strength},
|
{"emission", in["emission"]},
|
||||||
{"emission_color", emission}});
|
{"emission_color", in["emission_color"]},
|
||||||
|
{"normal", in["normal"]},
|
||||||
|
{"tangent", in["tangent"]}});
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
BLI_assert_unreachable();
|
||||||
|
}
|
||||||
|
|
||||||
|
return res;
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
NODE_SHADER_MATERIALX_END
|
NODE_SHADER_MATERIALX_END
|
||||||
|
@ -41,7 +41,7 @@ NODE_SHADER_MATERIALX_BEGIN
|
|||||||
res = shader2 * fac;
|
res = shader2 * fac;
|
||||||
}
|
}
|
||||||
else if (shader1 && shader2) {
|
else if (shader1 && shader2) {
|
||||||
res = create_node("mix", to_type_, {{"fg", shader1}, {"bg", shader2}, {"mix", fac}});
|
res = create_node("mix", to_type_, {{"fg", shader2}, {"bg", shader1}, {"mix", fac}});
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user