forked from blender/blender
Code improvements + Mix node #30
@ -396,10 +396,12 @@ NODE_SHADER_MATERIALX_BEGIN
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NodeItem n_extinction_out = n_artistic_ior.add_output("extinction", 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) * in["coat_roughness"];
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NodeItem n_coat_affect_roughness_multiply2 = coat * val(0.0f) * in["coat_roughness"];
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NodeItem n_coat_affected_roughness = create_node(
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NodeItem n_coat_affected_roughness = n_coat_affect_roughness_multiply2.mix(roughness,
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"mix",
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val(1.0f));
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NodeItem::Type::Float,
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// NodeItem n_coat_affected_roughness = create_node(
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{{"fg", val(1.0f)}, {"bg", roughness}, {"mix", n_coat_affect_roughness_multiply2}});
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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 n_main_roughness = create_node(
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NodeItem n_main_roughness = create_node(
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"roughness_anisotropy",
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"roughness_anisotropy",
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@ -424,12 +426,14 @@ NODE_SHADER_MATERIALX_BEGIN
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{"normal", normal},
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{"normal", normal},
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{"tangent", n_main_tangent}});
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{"tangent", n_main_tangent}});
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NodeItem n_coat_affected_transmission_roughness = create_node(
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NodeItem n_coat_affected_transmission_roughness = n_coat_affect_roughness_multiply2.mix(
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"mix",
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(roughness + roughness).clamp(), val(1.0f));
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NodeItem::Type::Float,
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// NodeItem n_coat_affected_transmission_roughness = create_node(
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{{"fg", val(1.0f)},
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// "mix",
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{"bg", (roughness + roughness).clamp(0.0f, 1.0f)},
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// NodeItem::Type::Float,
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{"mix", n_coat_affect_roughness_multiply2}});
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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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NodeItem n_transmission_roughness = create_node(
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"roughness_anisotropy",
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"roughness_anisotropy",
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@ -459,10 +463,11 @@ NODE_SHADER_MATERIALX_BEGIN
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{"anisotropy", in["subsurface_anisotropy"]},
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{"anisotropy", in["subsurface_anisotropy"]},
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{"normal", normal}});
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{"normal", normal}});
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NodeItem n_selected_subsurface_bsdf = create_node(
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NodeItem n_selected_subsurface_bsdf = n_subsurface_bsdf;
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"mix",
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// NodeItem n_selected_subsurface_bsdf = create_node(
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NodeItem::Type::BSDF,
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// "mix",
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{{"fg", n_translucent_bsdf}, {"bg", n_subsurface_bsdf}, {"mix", val(0.0f)}});
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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 n_sheen_bsdf = create_node("sheen_bsdf",
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NodeItem::Type::BSDF,
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NodeItem::Type::BSDF,
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@ -478,26 +483,29 @@ NODE_SHADER_MATERIALX_BEGIN
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{"weight", val(1.0f)},
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{"weight", val(1.0f)},
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{"normal", normal}});
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{"normal", normal}});
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NodeItem n_subsurface_mix = create_node(
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NodeItem n_subsurface_mix = in["subsurface"].mix(n_diffuse_bsdf, n_selected_subsurface_bsdf);
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"mix",
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// NodeItem n_subsurface_mix = create_node(
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NodeItem::Type::BSDF,
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// "mix",
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{{"fg", n_selected_subsurface_bsdf}, {"bg", n_diffuse_bsdf}, {"mix", in["subsurface"]}});
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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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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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"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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NodeItem n_transmission_mix = in["transmission"].mix(n_sheen_layer, n_transmission_bsdf);
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"mix",
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// NodeItem n_transmission_mix = create_node(
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NodeItem::Type::BSDF,
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// "mix",
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{{"fg", n_transmission_bsdf}, {"bg", n_sheen_layer}, {"mix", in["transmission"]}});
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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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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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"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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NodeItem n_metalness_mix = in["metallic"].mix(n_specular_layer, n_metal_bsdf);
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"mix",
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// NodeItem n_metalness_mix = create_node(
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NodeItem::Type::BSDF,
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// "mix",
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{{"fg", n_metal_bsdf}, {"bg", n_specular_layer}, {"mix", in["metallic"]}});
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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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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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"layer", NodeItem::Type::BSDF, {{"top", n_thin_film_bsdf}, {"base", n_metalness_mix}});
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@ -505,11 +513,13 @@ NODE_SHADER_MATERIALX_BEGIN
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NodeItem n_opacity_luminance = create_node(
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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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"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 n_coat_attenuation = coat.mix(val(MaterialX::Color3(1.0f, 1.0f, 1.0f)),
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NodeItem::Type::Color3,
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in["coat_tint"]);
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{{"fg", in["coat_tint"]},
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// NodeItem n_coat_attenuation = create_node("mix",
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{"bg", val(MaterialX::Color3(1.0f, 1.0f, 1.0f))},
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// NodeItem::Type::Color3,
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{"mix", coat}});
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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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res = create_node("layer",
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NodeItem::Type::BSDF,
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NodeItem::Type::BSDF,
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