forked from blender/blender
Implement BSDF Transparent shader #36
@ -14,6 +14,7 @@ NodeItem::NodeItem(MaterialX::GraphElement *graph) : graph_(graph) {}
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NodeItem::Type NodeItem::type(const std::string &type_str)
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NodeItem::Type NodeItem::type(const std::string &type_str)
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{
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{
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/* Converting only MaterialX supported types */
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if (type_str == "multioutput") {
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if (type_str == "multioutput") {
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return Type::Multioutput;
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return Type::Multioutput;
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}
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}
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@ -509,9 +509,6 @@ NODE_SHADER_MATERIALX_BEGIN
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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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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 = coat.mix(val(MaterialX::Color3(1.0f, 1.0f, 1.0f)),
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NodeItem n_coat_attenuation = coat.mix(val(MaterialX::Color3(1.0f, 1.0f, 1.0f)),
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in["coat_tint"]);
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in["coat_tint"]);
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