forked from blender/blender
Add bl_use_materialx property #3
@ -1007,6 +1007,11 @@ static void rna_def_render_engine(BlenderRNA *brna)
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RNA_def_property_ui_text(
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RNA_def_property_ui_text(
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prop, "Use Alembic Procedural", "Support loading Alembic data at render time");
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prop, "Use Alembic Procedural", "Support loading Alembic data at render time");
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prop = RNA_def_property(srna, "bl_use_materialx", PROP_BOOLEAN, PROP_NONE);
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RNA_def_property_boolean_sdna(prop, nullptr, "type->flag", RE_USE_MATERIALX);
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RNA_def_property_flag(prop, PROP_REGISTER_OPTIONAL);
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RNA_def_property_ui_text(prop, "Use Material", "Use MaterialX for exporting materials to Hydra");
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RNA_define_verify_sdna(true);
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RNA_define_verify_sdna(true);
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}
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}
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@ -29,6 +29,8 @@ MaterialX::NodePtr MaterialXTexImageNode::convert()
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Scene *scene = DEG_get_input_scene(depsgraph);
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Scene *scene = DEG_get_input_scene(depsgraph);
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Main *bmain = DEG_get_bmain(depsgraph);
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Main *bmain = DEG_get_bmain(depsgraph);
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std::string image_path;
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std::string image_path;
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/* TODO: What if Blender built without Hydra? Also io::hydra::cache_or_get_image_file contain
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* pretty general code, so could be moved from bf_usd project. */
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#ifdef WITH_HYDRA
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#ifdef WITH_HYDRA
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image_path = io::hydra::cache_or_get_image_file(bmain, scene, image, &tex->iuser);
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image_path = io::hydra::cache_or_get_image_file(bmain, scene, image, &tex->iuser);
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#endif
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#endif
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@ -55,6 +55,7 @@ enum RenderEngineTypeFlag {
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RE_USE_CUSTOM_FREESTYLE = (1 << 8),
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RE_USE_CUSTOM_FREESTYLE = (1 << 8),
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RE_USE_NO_IMAGE_SAVE = (1 << 9),
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RE_USE_NO_IMAGE_SAVE = (1 << 9),
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RE_USE_ALEMBIC_PROCEDURAL = (1 << 10),
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RE_USE_ALEMBIC_PROCEDURAL = (1 << 10),
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RE_USE_MATERIALX = (1 << 11),
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};
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};
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/** #RenderEngine.flag */
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/** #RenderEngine.flag */
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