Export to MatX various Texture nodes #5

Merged
Bogdan Nagirniak merged 17 commits from matx-add-tex-nodes into matx-export-material 2023-08-31 19:49:26 +02:00
2 changed files with 0 additions and 14 deletions
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@ -6,17 +6,10 @@
#include "hydra/image.h"
#include "DEG_depsgraph_query.h"
#include <MaterialXFormat/XmlIo.h>
namespace blender::nodes::materialx {
NodeItem TexCheckerNodeParser::compute()
{
Image *image = (Image *)node->id;
NodeTexChecker *tex = static_cast<NodeTexChecker *>(node->storage);
Scene *scene = DEG_get_input_scene(depsgraph);
Main *bmain = DEG_get_bmain(depsgraph);
NodeItem texcoord = create_node("texcoord", "vector2", true);
DagerD marked this conversation as resolved Outdated

change create_node() signature accessory->noname = true

change create_node() signature accessory->noname = true
NodeItem frequency = create_node("constant", "vector2", true);
NodeItem scale = get_input_value("Scale");

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@ -6,17 +6,10 @@
#include "hydra/image.h"
#include "DEG_depsgraph_query.h"
namespace blender::nodes::materialx {
NodeItem TexNoiseNodeParser::compute()
{
Image *image = (Image *)node->id;
NodeTexNoise *tex = static_cast<NodeTexNoise *>(node->storage);
Scene *scene = DEG_get_input_scene(depsgraph);
Main *bmain = DEG_get_bmain(depsgraph);
NodeItem texcoord = create_node("position", "vector3", true);
NodeItem scale = get_input_value("Scale");
NodeItem position = texcoord * scale;