forked from blender/blender
Export to MatX various Texture nodes #5
@ -6,17 +6,10 @@
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#include "hydra/image.h"
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#include "DEG_depsgraph_query.h"
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#include <MaterialXFormat/XmlIo.h>
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namespace blender::nodes::materialx {
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NodeItem TexCheckerNodeParser::compute()
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{
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Image *image = (Image *)node->id;
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NodeTexChecker *tex = static_cast<NodeTexChecker *>(node->storage);
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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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NodeItem texcoord = create_node("texcoord", "vector2", true);
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NodeItem frequency = create_node("constant", "vector2", true);
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NodeItem scale = get_input_value("Scale");
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@ -6,17 +6,10 @@
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#include "hydra/image.h"
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#include "DEG_depsgraph_query.h"
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namespace blender::nodes::materialx {
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NodeItem TexNoiseNodeParser::compute()
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{
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Image *image = (Image *)node->id;
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NodeTexNoise *tex = static_cast<NodeTexNoise *>(node->storage);
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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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NodeItem texcoord = create_node("position", "vector3", true);
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NodeItem scale = get_input_value("Scale");
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NodeItem position = texcoord * scale;
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change create_node() signature accessory->noname = true