forked from blender/blender
matx-code-improvements #8
@ -143,7 +143,7 @@ NodeItem NodeParser::get_input_value(const bNodeSocket &socket)
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NodeItem NodeParser::compute_full()
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NodeItem NodeParser::compute_full()
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{
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{
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CLOG_INFO(LOG_MATERIALX_SHADER, 1, "Node: %s [%d]", node->name, node->typeinfo->type);
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CLOG_INFO(LOG_MATERIALX_SHADER, 1, "%s [%d]", node->name, node->typeinfo->type);
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NodeItem res = compute();
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NodeItem res = compute();
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if (res.node) {
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if (res.node) {
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res.set_name(node->output_sockets().size() == 1 ?
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res.set_name(node->output_sockets().size() == 1 ?
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@ -38,6 +38,15 @@ NodeItem OutputMaterialNodeParser::compute_default()
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{
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{
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NodeItem surface = create_node("standard_surface", "surfaceshader");
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NodeItem surface = create_node("standard_surface", "surfaceshader");
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surface.set_input("base_color", value(MaterialX::Color3(material->r, material->g, material->b)));
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surface.set_input("base_color", value(MaterialX::Color3(material->r, material->g, material->b)));
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surface.set_input("diffuse_roughness", value(material->roughness));
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if (material->metallic > 0.0f) {
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surface.set_input("metalness", value(material->metallic));
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}
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if (material->spec) {
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surface.set_input("specular", value(material->spec));
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surface.set_input("specular_color", value(material->spec));
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surface.set_input("specular_roughness", value(material->roughness));
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}
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NodeItem res = create_node("surfacematerial", "material");
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NodeItem res = create_node("surfacematerial", "material");
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res.set_name("Material");
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res.set_name("Material");
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