forked from blender/blender
Export to MatX various Texture nodes #5
@ -353,14 +353,15 @@ NodeItem NodeParser::get_input_default(const std::string &name)
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NodeItem res = empty_value();
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NodeItem res = empty_value();
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const bNodeSocket &socket = node->input_by_identifier(name);
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const bNodeSocket &socket = node->input_by_identifier(name);
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/* Explicit check for Detail socket of Noise Texture node since MaterialX expects integer for octaves. */
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/* Explicit check for Detail socket of Noise Texture node since MaterialX expects integer for
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* octaves. */
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if (node->typeinfo->type == SH_NODE_TEX_NOISE && STREQ(socket.name, "Detail")) {
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if (node->typeinfo->type == SH_NODE_TEX_NOISE && STREQ(socket.name, "Detail")) {
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int v = socket.default_value_typed<bNodeSocketValueFloat>()->value;
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int v = socket.default_value_typed<bNodeSocketValueFloat>()->value;
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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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DagerD marked this conversation as resolved
Outdated
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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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/* Explicit check for Scale socket of Checker Texture node since MaterialX has scales for X and Y
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* and Blender only single. */
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* axes and Blender only single. */
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if (node->typeinfo->type == SH_NODE_TEX_CHECKER && STREQ(socket.name, "Scale")) {
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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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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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res.value = MaterialX::Value::createValue<MaterialX::Vector2>({v, v});
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@ -10,10 +10,10 @@
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#include <MaterialXFormat/XmlIo.h>
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#include <MaterialXFormat/XmlIo.h>
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namespace blender::nodes::materialx {
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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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/* For some reason validator complains about 'octaves' input of 'fractal3d' node (which doesn't
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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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* even exist here) and 'in1' input of 'modulo' node, perhaps implementation is fully correct and
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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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* similar to standart MaterialX Checkerboard node (added in 1.38.8). Also seems like USD due to
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* but MaterialX Viewer and GraphEditor do. */
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* lack of support doesn't render this material, but MaterialX Viewer and GraphEditor do. */
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NodeItem TexCheckerNodeParser::compute()
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NodeItem TexCheckerNodeParser::compute()
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{
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{
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@ -73,14 +73,14 @@ NodeItem TexCheckerNodeParser::compute()
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ifequal.set_input("in1", 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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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 res = create_node("mix", "color3", true);
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NodeItem color1 = get_input_value("Color1");
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NodeItem color1 = get_input_value("Color1");
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NodeItem color2 = get_input_value("Color2");
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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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res.set_input("fg", color1.to_color3());
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mix.set_input("bg", color2.to_color3());
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res.set_input("bg", color2.to_color3());
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mix.set_input("mix", ifequal);
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res.set_input("mix", ifequal);
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return mix;
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return res;
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}
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}
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} // namespace blender::nodes::materialx
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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.