forked from blender/blender
MaterialX: code improvements #34
@ -319,7 +319,7 @@ NODE_SHADER_MATERIALX_BEGIN
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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::Color3)},
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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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@ -525,7 +525,8 @@ NODE_SHADER_MATERIALX_BEGIN
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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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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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@ -542,7 +543,8 @@ NODE_SHADER_MATERIALX_BEGIN
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{"transmission_extra_roughness", roughness},
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{"subsurface", in["subsurface"]},
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{"subsurface_color", base_color},
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{"subsurface_radius", in["subsurface_radius"] * in["subsurface_scale"]},
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{"subsurface_radius",
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(in["subsurface_radius"] * in["subsurface_scale"]).convert(NodeItem::Type::Color3)},
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{"subsurface_anisotropy", in["subsurface_anisotropy"]},
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{"sheen", in["sheen"]},
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{"sheen_color", in["sheen_tint"]},
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