forked from blender/blender
Export to MatX various Texture nodes #5
@ -157,6 +157,7 @@ if(WITH_MATERIALX)
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materialx/nodes/tex_image.cc
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materialx/nodes/tex_image.cc
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materialx/nodes/tex_environment.cc
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materialx/nodes/tex_environment.cc
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materialx/nodes/tex_noise.cc
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materialx/nodes/tex_noise.cc
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materialx/nodes/tex_checker.cc
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materialx/material.h
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materialx/material.h
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materialx/nodes/node_parser.h
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materialx/nodes/node_parser.h
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@ -359,6 +359,13 @@ NodeItem NodeParser::get_input_default(const std::string &name)
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res.value = MaterialX::Value::createValue<int>(v);
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res.value = MaterialX::Value::createValue<int>(v);
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return res;
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return res;
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}
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}
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/* Explicit check for Scale socket of Checker Texture node since MaterialX has scales for X and Y axes
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DagerD marked this conversation as resolved
Outdated
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* and Blender only single. */
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if (node->typeinfo->type == SH_NODE_TEX_CHECKER && STREQ(socket.name, "Scale")) {
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float v = socket.default_value_typed<bNodeSocketValueFloat>()->value;
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res.value = MaterialX::Value::createValue<MaterialX::Vector2>({v, v});
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return res;
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}
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switch (socket.type) {
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switch (socket.type) {
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DagerD marked this conversation as resolved
Outdated
Bogdan Nagirniak
commented
Same here Same here
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case SOCK_FLOAT: {
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case SOCK_FLOAT: {
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float v = socket.default_value_typed<bNodeSocketValueFloat>()->value;
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float v = socket.default_value_typed<bNodeSocketValueFloat>()->value;
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@ -425,6 +432,9 @@ NodeItem NodeParser::get_input_link(const std::string &name)
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case SH_NODE_TEX_NOISE:
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case SH_NODE_TEX_NOISE:
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parser = std::make_unique<TexNoiseNodeParser>(graph, depsgraph, material, in_node);
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parser = std::make_unique<TexNoiseNodeParser>(graph, depsgraph, material, in_node);
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break;
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break;
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case SH_NODE_TEX_CHECKER:
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parser = std::make_unique<TexCheckerNodeParser>(graph, depsgraph, material, in_node);
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break;
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default:
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default:
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// TODO: warning log
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// TODO: warning log
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return res;
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return res;
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@ -110,5 +110,6 @@ DECLARE_PARSER(OutputMaterialNodeParser)
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DECLARE_PARSER(TexImageNodeParser)
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DECLARE_PARSER(TexImageNodeParser)
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DECLARE_PARSER(TexEnvironmentNodeParser)
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DECLARE_PARSER(TexEnvironmentNodeParser)
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DECLARE_PARSER(TexNoiseNodeParser)
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DECLARE_PARSER(TexNoiseNodeParser)
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DECLARE_PARSER(TexCheckerNodeParser)
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} // namespace blender::nodes::materialx
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} // namespace blender::nodes::materialx
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86
source/blender/nodes/shader/materialx/nodes/tex_checker.cc
Normal file
86
source/blender/nodes/shader/materialx/nodes/tex_checker.cc
Normal file
@ -0,0 +1,86 @@
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/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "node_parser.h"
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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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/* For some reason validator complains about 'octaves' input of 'fractal3d' node (which doesn't even exist here)
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DagerD marked this conversation as resolved
Outdated
Bogdan Nagirniak
commented
change create_node() signature accessory->noname = true change create_node() signature accessory->noname = true
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* and 'in1' input of 'modulo' node, perhaps implementation is fully correct and similar to standart MaterialX
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* Checkerboard node (added in 1.38.8). Also seems like USD due to lack of support doesn't render this material,
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* but MaterialX Viewer and GraphEditor do. */
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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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/* Modifier to follow Cycles result. */
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NodeItem scale_fitter(graph);
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scale_fitter.value = MaterialX::Value::createValue<float>(4.0f);
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frequency.set_input("value", scale * scale_fitter);
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NodeItem mult = create_node("multiply", "vector2", true);
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mult.set_input("in1", texcoord);
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mult.set_input("in2", frequency);
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NodeItem offset = create_node("constant", "vector2", true);
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offset.set_input("value", MaterialX::Value::createValue<MaterialX::Vector2>({0.0f, 0.0f}));
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NodeItem place2d = create_node("place2d", "vector2", true);
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place2d.set_input("texcoord", mult);
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place2d.set_input("offset", offset);
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NodeItem separate = create_node("separate2", "multioutput", true);
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separate.set_input("in", place2d);
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separate.node->addOutput("outx", "float");
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separate.node->addOutput("outy", "float");
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NodeItem modulo_x = create_node("modulo", "float", true);
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modulo_x.set_input("in1", separate);
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modulo_x.set_input("in2", MaterialX::Value::createValue<float>(2.0f));
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modulo_x.node->setConnectedOutput("in1", separate.node->getOutput("outx"));
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NodeItem floor_x = create_node("floor", "float", true);
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floor_x.set_input("in", modulo_x);
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NodeItem modulo_y = create_node("modulo", "float", true);
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modulo_y.set_input("in1", separate);
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modulo_y.set_input("in2", MaterialX::Value::createValue<float>(2.0f));
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modulo_y.node->setConnectedOutput("in1", separate.node->getOutput("outy"));
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NodeItem floor_y = create_node("floor", "float", true);
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floor_y.set_input("in", modulo_y);
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NodeItem add = create_node("add", "float", true);
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add.set_input("in1", floor_x);
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add.set_input("in2", floor_y);
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DagerD marked this conversation as resolved
Outdated
Bogdan Nagirniak
commented
Rewrite this using new math functions Rewrite this using new math functions
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NodeItem ifequal = create_node("ifequal", "float", true);
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ifequal.set_input("value1", add);
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ifequal.set_input("value2", MaterialX::Value::createValue<float>(1.0f));
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ifequal.set_input("in1", MaterialX::Value::createValue<float>(1.0f));
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ifequal.set_input("in2", MaterialX::Value::createValue<float>(0.0f));
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NodeItem mix = create_node("mix", "color3", true);
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NodeItem color1 = get_input_value("Color1");
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NodeItem color2 = get_input_value("Color2");
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mix.set_input("fg", color1.to_color3());
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mix.set_input("bg", color2.to_color3());
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mix.set_input("mix", ifequal);
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return mix;
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}
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} // namespace blender::nodes::materialx
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Loading…
Reference in New Issue
Block a user
Override
get_input_default
in SH_NODE_TEX_NOISE and move this code there.