Hydra: export USD preview surface for materials #110836
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@ -306,7 +306,7 @@ void WM_OT_usd_export(wmOperatorType *ot)
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"Animation",
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"Export all frames in the render frame range, rather than only the current frame");
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RNA_def_boolean(
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ot->srna, "export_hair", false, "Hair", "Export hair particle systems as USD curves");
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ot->srna, "export_hair", true, "Hair", "Export hair particle systems as USD curves");
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RNA_def_boolean(
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ot->srna, "export_uvmaps", true, "UV Maps", "Include all mesh UV maps in the export");
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RNA_def_boolean(ot->srna,
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@ -20,16 +20,22 @@
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namespace blender::io::hydra {
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static std::string get_cache_file(const std::string &file_name, bool mkdir = true)
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std::string image_cache_file_path()
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{
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char dir_path[FILE_MAX];
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BLI_path_join(dir_path, sizeof(dir_path), BKE_tempdir_session(), "hydra", "image_cache");
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return dir_path;
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}
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static std::string get_cache_file(const std::string &file_name, bool mkdir = true)
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{
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std::string dir_path = image_cache_file_path();
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if (mkdir) {
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BLI_dir_create_recursive(dir_path);
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BLI_dir_create_recursive(dir_path.c_str());
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}
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char file_path[FILE_MAX];
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BLI_path_join(file_path, sizeof(file_path), dir_path, file_name.c_str());
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BLI_path_join(file_path, sizeof(file_path), dir_path.c_str(), file_name.c_str());
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return file_path;
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}
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@ -12,6 +12,8 @@ struct ImageUser;
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namespace blender::io::hydra {
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std::string image_cache_file_path();
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std::string cache_or_get_image_file(Main *bmain, Scene *Scene, Image *image, ImageUser *iuser);
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std::string cache_image_color(float color[4]);
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@ -9,6 +9,7 @@
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#include <pxr/imaging/hd/material.h>
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#include <pxr/imaging/hd/renderDelegate.h>
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#include <pxr/imaging/hd/tokens.h>
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#include <pxr/usdImaging/usdImaging/materialParamUtils.h>
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#include "MEM_guardedalloc.h"
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@ -19,16 +20,22 @@
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#include "RNA_prototypes.h"
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#include "RNA_types.h"
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#include "DEG_depsgraph_query.h"
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#include "bpy_rna.h"
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#include "hydra_scene_delegate.h"
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#include "image.h"
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#include "intern/usd_exporter_context.h"
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#include "intern/usd_writer_material.h"
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namespace blender::io::hydra {
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MaterialData::MaterialData(HydraSceneDelegate *scene_delegate,
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const Material *material,
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pxr::SdfPath const &prim_id)
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: IdData(scene_delegate, (const ID *)material, prim_id)
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: IdData(scene_delegate, &material->id, prim_id)
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{
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}
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@ -36,6 +43,51 @@ void MaterialData::init()
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{
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ID_LOGN(1, "");
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double_sided = (((Material *)id)->blend_flag & MA_BL_CULL_BACKFACE) == 0;
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material_network_map_ = pxr::VtValue();
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/* Create temporary in memory stage. */
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pxr::UsdStageRefPtr stage = pxr::UsdStage::CreateInMemory();
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pxr::UsdTimeCode time = pxr::UsdTimeCode::Default();
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pxr::SdfPath material_library_path("/_materials");
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pxr::SdfPath material_path = material_library_path.AppendChild(
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pxr::TfToken(prim_id.GetElementString()));
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/* Create USD export content to reuse USD file export code. */
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USDExportParams export_params;
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export_params.relative_paths = false;
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export_params.export_textures = false; /* Don't copy all textures, is slow. */
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export_params.evaluation_mode = DEG_get_mode(scene_delegate_->depsgraph);
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usd::USDExporterContext export_context{scene_delegate_->bmain,
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scene_delegate_->depsgraph,
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stage,
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material_library_path,
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time,
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export_params,
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image_cache_file_path()};
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/* Create USD material. */
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pxr::UsdShadeMaterial usd_material = usd::create_usd_material(
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export_context, material_path, (Material *)id, "st");
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/* Convert USD material to Hydra material network map, adapted for render delegate. */
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const pxr::HdRenderDelegate *render_delegate =
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scene_delegate_->GetRenderIndex().GetRenderDelegate();
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const pxr::TfTokenVector contextVector = render_delegate->GetMaterialRenderContexts();
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pxr::TfTokenVector shaderSourceTypes = render_delegate->GetShaderSourceTypes();
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pxr::HdMaterialNetworkMap network_map;
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if (pxr::UsdShadeShader surface = usd_material.ComputeSurfaceSource(contextVector)) {
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pxr::UsdImagingBuildHdMaterialNetworkFromTerminal(surface.GetPrim(),
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pxr::HdMaterialTerminalTokens->surface,
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shaderSourceTypes,
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contextVector,
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&network_map,
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time);
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}
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material_network_map_ = pxr::VtValue(network_map);
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}
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void MaterialData::insert()
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@ -76,7 +128,7 @@ pxr::VtValue MaterialData::get_data(pxr::TfToken const & /* key */) const
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pxr::VtValue MaterialData::get_material_resource() const
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{
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return pxr::VtValue();
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return material_network_map_;
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}
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pxr::HdCullStyle MaterialData::cull_style() const
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@ -16,6 +16,12 @@
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namespace blender::io::hydra {
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class MaterialData : public IdData {
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public:
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bool double_sided = true;
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private:
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pxr::VtValue material_network_map_;
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public:
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MaterialData(HydraSceneDelegate *scene_delegate,
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const Material *material,
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@ -29,8 +35,6 @@ class MaterialData : public IdData {
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pxr::VtValue get_data(pxr::TfToken const &key) const override;
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pxr::VtValue get_material_resource() const;
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pxr::HdCullStyle cull_style() const;
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bool double_sided = true;
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};
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using MaterialDataMap = Map<pxr::SdfPath, std::unique_ptr<MaterialData>>;
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@ -43,19 +43,11 @@ USDSceneDelegate::~USDSceneDelegate()
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void USDSceneDelegate::populate(Depsgraph *depsgraph)
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{
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USDExportParams params = {};
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params.export_hair = true;
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params.export_uvmaps = true;
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params.export_normals = true;
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params.export_materials = true;
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params.selected_objects_only = false;
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params.visible_objects_only = true;
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USDExportParams params;
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params.use_instancing = true;
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params.relative_paths = false; /* Unnecessary. */
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params.export_textures = false; /* Don't copy all textures, is slow. */
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params.evaluation_mode = DEG_get_mode(depsgraph);
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params.generate_preview_surface = true;
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params.export_textures = true;
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params.overwrite_textures = true;
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params.relative_paths = true;
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/* Create clean directory for export. */
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BLI_delete(temp_dir_.c_str(), true, true);
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@ -20,8 +20,9 @@ struct USDExporterContext {
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Depsgraph *depsgraph;
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const pxr::UsdStageRefPtr stage;
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const pxr::SdfPath usd_path;
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const USDHierarchyIterator *hierarchy_iterator;
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pxr::UsdTimeCode time_code;
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const USDExportParams &export_params;
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std::string export_file_path;
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};
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} // namespace blender::io::usd
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@ -64,20 +64,6 @@ void USDHierarchyIterator::set_export_frame(float frame_nr)
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export_time_ = pxr::UsdTimeCode(frame_nr);
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}
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std::string USDHierarchyIterator::get_export_file_path() const
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{
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/* Returns the same path that was passed to `stage_` object during it's creation (via
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* `pxr::UsdStage::CreateNew` function). */
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const pxr::SdfLayerHandle root_layer = stage_->GetRootLayer();
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const std::string usd_export_file_path = root_layer->GetRealPath();
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return usd_export_file_path;
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}
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const pxr::UsdTimeCode &USDHierarchyIterator::get_export_time_code() const
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{
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return export_time_;
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}
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USDExporterContext USDHierarchyIterator::create_usd_export_context(const HierarchyContext *context)
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{
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pxr::SdfPath path;
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@ -88,7 +74,13 @@ USDExporterContext USDHierarchyIterator::create_usd_export_context(const Hierarc
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path = pxr::SdfPath(context->export_path);
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}
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return USDExporterContext{bmain_, depsgraph_, stage_, path, this, params_};
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/* Returns the same path that was passed to `stage_` object during it's creation (via
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* `pxr::UsdStage::CreateNew` function). */
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const pxr::SdfLayerHandle root_layer = stage_->GetRootLayer();
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const std::string export_file_path = root_layer->GetRealPath();
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return USDExporterContext{
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bmain_, depsgraph_, stage_, path, export_time_, params_, export_file_path};
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}
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AbstractHierarchyWriter *USDHierarchyIterator::create_transform_writer(
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@ -35,8 +35,6 @@ class USDHierarchyIterator : public AbstractHierarchyIterator {
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const USDExportParams ¶ms);
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void set_export_frame(float frame_nr);
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std::string get_export_file_path() const;
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const pxr::UsdTimeCode &get_export_time_code() const;
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virtual std::string make_valid_name(const std::string &name) const override;
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@ -53,13 +53,13 @@ bool USDAbstractWriter::is_supported(const HierarchyContext * /*context*/) const
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std::string USDAbstractWriter::get_export_file_path() const
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{
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return usd_export_context_.hierarchy_iterator->get_export_file_path();
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return usd_export_context_.export_file_path;
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}
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pxr::UsdTimeCode USDAbstractWriter::get_export_time_code() const
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{
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if (is_animated_) {
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return usd_export_context_.hierarchy_iterator->get_export_time_code();
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return usd_export_context_.time_code;
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}
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/* By using the default timecode USD won't even write a single `timeSample` for non-animated
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* data. Instead, it writes it as non-timesampled. */
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@ -107,24 +107,14 @@ pxr::UsdShadeMaterial USDAbstractWriter::ensure_usd_material(const HierarchyCont
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pxr::UsdStageRefPtr stage = usd_export_context_.stage;
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/* Construct the material. */
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pxr::TfToken material_name(usd_export_context_.hierarchy_iterator->get_id_name(&material->id));
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pxr::TfToken material_name(pxr::TfMakeValidIdentifier(material->id.name + 2));
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pxr::SdfPath usd_path = get_material_library_path().AppendChild(material_name);
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pxr::UsdShadeMaterial usd_material = pxr::UsdShadeMaterial::Get(stage, usd_path);
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if (usd_material) {
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return usd_material;
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}
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usd_material = pxr::UsdShadeMaterial::Define(stage, usd_path);
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if (material->use_nodes && this->usd_export_context_.export_params.generate_preview_surface) {
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std::string active_uv = get_mesh_active_uvlayer_name(context.object);
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create_usd_preview_surface_material(
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this->usd_export_context_, material, usd_material, active_uv);
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}
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else {
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create_usd_viewport_material(this->usd_export_context_, material, usd_material);
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}
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return usd_material;
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std::string active_uv = get_mesh_active_uvlayer_name(context.object);
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return create_usd_material(usd_export_context_, usd_path, material, active_uv);
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}
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void USDAbstractWriter::write_visibility(const HierarchyContext &context,
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@ -108,14 +108,11 @@ static void create_uvmap_shader(const USDExporterContext &usd_export_context,
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pxr::UsdShadeMaterial &usd_material,
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pxr::UsdShadeShader &usd_tex_shader,
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const pxr::TfToken &default_uv);
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static void export_texture(bNode *node,
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const pxr::UsdStageRefPtr stage,
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const bool allow_overwrite = false);
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static void export_texture(const USDExporterContext &usd_export_context, bNode *node);
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static bNode *find_bsdf_node(Material *material);
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static void get_absolute_path(Image *ima, char *r_path);
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static std::string get_tex_image_asset_filepath(bNode *node,
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const pxr::UsdStageRefPtr stage,
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const USDExportParams &export_params);
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static std::string get_tex_image_asset_filepath(const USDExporterContext &usd_export_context,
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bNode *node);
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static InputSpecMap &preview_surface_input_map();
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static bNodeLink *traverse_channel(bNodeSocket *input, short target_type);
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@ -123,10 +120,10 @@ template<typename T1, typename T2>
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void create_input(pxr::UsdShadeShader &shader, const InputSpec &spec, const void *value);
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void set_normal_texture_range(pxr::UsdShadeShader &usd_shader, const InputSpec &input_spec);
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void create_usd_preview_surface_material(const USDExporterContext &usd_export_context,
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Material *material,
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pxr::UsdShadeMaterial &usd_material,
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const std::string &default_uv)
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static void create_usd_preview_surface_material(const USDExporterContext &usd_export_context,
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Material *material,
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pxr::UsdShadeMaterial &usd_material,
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const std::string &default_uv)
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{
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if (!material) {
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return;
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@ -189,9 +186,7 @@ void create_usd_preview_surface_material(const USDExporterContext &usd_export_co
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/* Export the texture, if necessary. */
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if (usd_export_context.export_params.export_textures) {
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export_texture(input_node,
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usd_export_context.stage,
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usd_export_context.export_params.overwrite_textures);
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export_texture(usd_export_context, input_node);
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}
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/* Look for a connected uv node. */
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@ -270,6 +265,7 @@ void set_normal_texture_range(pxr::UsdShadeShader &usd_shader, const InputSpec &
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bias_attr.Set(pxr::GfVec4f(-1.0f, -1.0f, -1.0f, -1.0f));
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}
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/* Create USD Shade Material network from Blender viewport display settings. */
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void create_usd_viewport_material(const USDExporterContext &usd_export_context,
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Material *material,
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pxr::UsdShadeMaterial &usd_material)
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@ -568,7 +564,15 @@ static pxr::UsdShadeShader create_usd_preview_shader(const USDExporterContext &u
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return shader;
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}
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/* Creates a USD Preview Surface shader based on the given cycles shading node. */
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/* Creates a USD Preview Surface shader based on the given cycles shading node.
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* Due to the limited nodes in the USD Preview Surface specification, only the following nodes
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* are supported:
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* - UVMap
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* - Texture Coordinate
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* - Image Texture
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* - Principled BSDF
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* More may be added in the future.
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*/
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static pxr::UsdShadeShader create_usd_preview_shader(const USDExporterContext &usd_export_context,
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pxr::UsdShadeMaterial &material,
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bNode *node)
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@ -581,8 +585,7 @@ static pxr::UsdShadeShader create_usd_preview_shader(const USDExporterContext &u
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}
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/* For texture image nodes we set the image path and color space. */
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std::string imagePath = get_tex_image_asset_filepath(
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node, usd_export_context.stage, usd_export_context.export_params);
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std::string imagePath = get_tex_image_asset_filepath(usd_export_context, node);
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if (!imagePath.empty()) {
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shader.CreateInput(usdtokens::file, pxr::SdfValueTypeNames->Asset)
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.Set(pxr::SdfAssetPath(imagePath));
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@ -611,9 +614,8 @@ static std::string get_tex_image_asset_filepath(Image *ima)
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* generated based on the image name for in-memory textures when exporting textures.
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* This function may return an empty string if the image does not have a filepath
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* assigned and no asset path could be determined. */
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static std::string get_tex_image_asset_filepath(bNode *node,
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const pxr::UsdStageRefPtr stage,
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const USDExportParams &export_params)
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static std::string get_tex_image_asset_filepath(const USDExporterContext &usd_export_context,
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bNode *node)
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{
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Image *ima = reinterpret_cast<Image *>(node->id);
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if (!ima) {
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@ -626,7 +628,7 @@ static std::string get_tex_image_asset_filepath(bNode *node,
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/* Get absolute path. */
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path = get_tex_image_asset_filepath(ima);
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}
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else if (export_params.export_textures) {
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else if (usd_export_context.export_params.export_textures) {
|
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/* Image has no filepath, but since we are exporting textures,
|
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* check if this is an in-memory texture for which we can
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* generate a file name. */
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@ -637,7 +639,7 @@ static std::string get_tex_image_asset_filepath(bNode *node,
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return path;
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}
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|
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if (export_params.export_textures) {
|
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if (usd_export_context.export_params.export_textures) {
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/* The texture is exported to a 'textures' directory next to the
|
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* USD root layer. */
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@ -645,37 +647,35 @@ static std::string get_tex_image_asset_filepath(bNode *node,
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char file_path[FILE_MAX];
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BLI_path_split_file_part(path.c_str(), file_path, FILE_MAX);
|
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|
||||
if (export_params.relative_paths) {
|
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if (usd_export_context.export_params.relative_paths) {
|
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BLI_path_join(exp_path, FILE_MAX, ".", "textures", file_path);
|
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}
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else {
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/* Create absolute path in the textures directory. */
|
||||
pxr::SdfLayerHandle layer = stage->GetRootLayer();
|
||||
std::string stage_path = layer->GetRealPath();
|
||||
if (stage_path.empty()) {
|
||||
std::string export_path = usd_export_context.export_file_path;
|
||||
if (export_path.empty()) {
|
||||
return path;
|
||||
}
|
||||
|
||||
char dir_path[FILE_MAX];
|
||||
BLI_path_split_dir_part(stage_path.c_str(), dir_path, FILE_MAX);
|
||||
BLI_path_split_dir_part(export_path.c_str(), dir_path, FILE_MAX);
|
||||
BLI_path_join(exp_path, FILE_MAX, dir_path, "textures", file_path);
|
||||
}
|
||||
BLI_string_replace_char(exp_path, '\\', '/');
|
||||
return exp_path;
|
||||
}
|
||||
|
||||
if (export_params.relative_paths) {
|
||||
if (usd_export_context.export_params.relative_paths) {
|
||||
/* Get the path relative to the USD. */
|
||||
pxr::SdfLayerHandle layer = stage->GetRootLayer();
|
||||
std::string stage_path = layer->GetRealPath();
|
||||
if (stage_path.empty()) {
|
||||
std::string export_path = usd_export_context.export_file_path;
|
||||
if (export_path.empty()) {
|
||||
return path;
|
||||
}
|
||||
|
||||
char rel_path[FILE_MAX];
|
||||
STRNCPY(rel_path, path.c_str());
|
||||
|
||||
BLI_path_rel(rel_path, stage_path.c_str());
|
||||
BLI_path_rel(rel_path, export_path.c_str());
|
||||
if (!BLI_path_is_rel(rel_path)) {
|
||||
return path;
|
||||
}
|
||||
|
@ -770,12 +770,9 @@ static void copy_single_file(Image *ima, const std::string &dest_dir, const bool
|
|||
}
|
||||
}
|
||||
|
||||
/* Export the given texture node's image to a 'textures' directory
|
||||
* next to given stage's root layer USD.
|
||||
/* Export the given texture node's image to a 'textures' directory in the export path.
|
||||
* Based on ImagesExporter::export_UV_Image() */
|
||||
static void export_texture(bNode *node,
|
||||
const pxr::UsdStageRefPtr stage,
|
||||
const bool allow_overwrite)
|
||||
static void export_texture(const USDExporterContext &usd_export_context, bNode *node)
|
||||
{
|
||||
if (!ELEM(node->type, SH_NODE_TEX_IMAGE, SH_NODE_TEX_ENVIRONMENT)) {
|
||||
return;
|
||||
|
@ -786,14 +783,13 @@ static void export_texture(bNode *node,
|
|||
return;
|
||||
}
|
||||
|
||||
pxr::SdfLayerHandle layer = stage->GetRootLayer();
|
||||
std::string stage_path = layer->GetRealPath();
|
||||
if (stage_path.empty()) {
|
||||
std::string export_path = usd_export_context.export_file_path;
|
||||
if (export_path.empty()) {
|
||||
return;
|
||||
}
|
||||
|
||||
char usd_dir_path[FILE_MAX];
|
||||
BLI_path_split_dir_part(stage_path.c_str(), usd_dir_path, FILE_MAX);
|
||||
BLI_path_split_dir_part(export_path.c_str(), usd_dir_path, FILE_MAX);
|
||||
|
||||
char tex_dir_path[FILE_MAX];
|
||||
BLI_path_join(tex_dir_path, FILE_MAX, usd_dir_path, "textures", SEP_STR);
|
||||
|
@ -803,6 +799,7 @@ static void export_texture(bNode *node,
|
|||
const bool is_dirty = BKE_image_is_dirty(ima);
|
||||
const bool is_generated = ima->source == IMA_SRC_GENERATED;
|
||||
const bool is_packed = BKE_image_has_packedfile(ima);
|
||||
const bool allow_overwrite = usd_export_context.export_params.overwrite_textures;
|
||||
|
||||
std::string dest_dir(tex_dir_path);
|
||||
|
||||
|
@ -829,4 +826,22 @@ const pxr::TfToken token_for_input(const char *input_name)
|
|||
return it->second.input_name;
|
||||
}
|
||||
|
||||
pxr::UsdShadeMaterial create_usd_material(const USDExporterContext &usd_export_context,
|
||||
pxr::SdfPath usd_path,
|
||||
Material *material,
|
||||
const std::string &active_uv)
|
||||
{
|
||||
pxr::UsdShadeMaterial usd_material = pxr::UsdShadeMaterial::Define(usd_export_context.stage,
|
||||
usd_path);
|
||||
|
||||
if (material->use_nodes && usd_export_context.export_params.generate_preview_surface) {
|
||||
create_usd_preview_surface_material(usd_export_context, material, usd_material, active_uv);
|
||||
}
|
||||
else {
|
||||
create_usd_viewport_material(usd_export_context, material, usd_material);
|
||||
}
|
||||
|
||||
return usd_material;
|
||||
}
|
||||
|
||||
} // namespace blender::io::usd
|
||||
|
|
|
@ -16,31 +16,18 @@ namespace blender::io::usd {
|
|||
|
||||
struct USDExporterContext;
|
||||
|
||||
/* Returns a USDPreviewSurface token name for a given Blender shader Socket name,
|
||||
* or an empty TfToken if the input name is not found in the map. */
|
||||
const pxr::TfToken token_for_input(const char *input_name);
|
||||
|
||||
/**
|
||||
* Entry point to create an approximate USD Preview Surface network from a Cycles node graph.
|
||||
* Due to the limited nodes in the USD Preview Surface specification, only the following nodes
|
||||
* are supported:
|
||||
* - UVMap
|
||||
* - Texture Coordinate
|
||||
* - Image Texture
|
||||
* - Principled BSDF
|
||||
* More may be added in the future.
|
||||
/* Create USDMaterial from Blender material.
|
||||
*
|
||||
* \param default_uv: used as the default UV set name sampled by the `primvar`
|
||||
* reader shaders generated for image texture nodes that don't have an attached UVMap node.
|
||||
*/
|
||||
void create_usd_preview_surface_material(const USDExporterContext &usd_export_context,
|
||||
Material *material,
|
||||
pxr::UsdShadeMaterial &usd_material,
|
||||
const std::string &default_uv = "");
|
||||
pxr::UsdShadeMaterial create_usd_material(const USDExporterContext &usd_export_context,
|
||||
pxr::SdfPath usd_path,
|
||||
Material *material,
|
||||
const std::string &active_uv);
|
||||
|
||||
/* Entry point to create USD Shade Material network from Blender viewport display settings. */
|
||||
void create_usd_viewport_material(const USDExporterContext &usd_export_context,
|
||||
Material *material,
|
||||
pxr::UsdShadeMaterial &usd_material);
|
||||
/* Returns a USDPreviewSurface token name for a given Blender shader Socket name,
|
||||
* or an empty TfToken if the input name is not found in the map. */
|
||||
const pxr::TfToken token_for_input(const char *input_name);
|
||||
|
||||
} // namespace blender::io::usd
|
||||
|
|
|
@ -109,7 +109,7 @@ TEST_F(UsdCurvesTest, usd_export_curves)
|
|||
/* File sanity check. */
|
||||
EXPECT_EQ(BLI_listbase_count(&bfile->main->objects), 6);
|
||||
|
||||
USDExportParams params{};
|
||||
USDExportParams params;
|
||||
|
||||
const bool result = USD_export(context, output_filename.c_str(), ¶ms, false);
|
||||
EXPECT_TRUE(result) << "USD export should succed.";
|
||||
|
|
|
@ -209,10 +209,11 @@ TEST_F(UsdExportTest, usd_export_rain_mesh)
|
|||
/* File sanity check. */
|
||||
EXPECT_EQ(BLI_listbase_count(&bfile->main->objects), 3);
|
||||
|
||||
USDExportParams params{};
|
||||
USDExportParams params;
|
||||
params.export_materials = false;
|
||||
params.export_normals = true;
|
||||
params.export_uvmaps = false;
|
||||
params.visible_objects_only = true;
|
||||
params.evaluation_mode = eEvaluationMode::DAG_EVAL_VIEWPORT;
|
||||
|
||||
bool result = USD_export(context, output_filename.c_str(), ¶ms, false);
|
||||
ASSERT_TRUE(result) << "Writing to " << output_filename << " failed!";
|
||||
|
@ -272,12 +273,13 @@ TEST_F(UsdExportTest, usd_export_material)
|
|||
|
||||
EXPECT_TRUE(bool(material));
|
||||
|
||||
USDExportParams params{};
|
||||
params.export_normals = true;
|
||||
USDExportParams params;
|
||||
params.export_materials = true;
|
||||
params.generate_preview_surface = true;
|
||||
params.export_normals = true;
|
||||
params.export_textures = false;
|
||||
params.export_uvmaps = true;
|
||||
params.evaluation_mode = eEvaluationMode::DAG_EVAL_VIEWPORT;
|
||||
params.generate_preview_surface = true;
|
||||
params.relative_paths = false;
|
||||
|
||||
const bool result = USD_export(context, output_filename.c_str(), ¶ms, false);
|
||||
ASSERT_TRUE(result) << "Unable to export stage to " << output_filename;
|
||||
|
|
|
@ -94,7 +94,9 @@ TEST_F(UsdUsdzExportTest, usdz_export)
|
|||
<< "BLI_current_working_dir is not expected to return a different value than the given char "
|
||||
"buffer.";
|
||||
|
||||
USDExportParams params{};
|
||||
USDExportParams params;
|
||||
params.export_materials = false;
|
||||
params.visible_objects_only = false;
|
||||
|
||||
bool result = USD_export(context, output_filepath, ¶ms, false);
|
||||
ASSERT_TRUE(result) << "usd export to " << output_filepath << " failed.";
|
||||
|
|
|
@ -38,20 +38,20 @@ typedef enum eUSDTexNameCollisionMode {
|
|||
} eUSDTexNameCollisionMode;
|
||||
|
||||
struct USDExportParams {
|
||||
bool export_animation;
|
||||
bool export_hair;
|
||||
bool export_uvmaps;
|
||||
bool export_normals;
|
||||
bool export_materials;
|
||||
bool selected_objects_only;
|
||||
bool visible_objects_only;
|
||||
bool use_instancing;
|
||||
enum eEvaluationMode evaluation_mode;
|
||||
bool generate_preview_surface;
|
||||
bool export_textures;
|
||||
bool overwrite_textures;
|
||||
bool relative_paths;
|
||||
char root_prim_path[1024]; /* FILE_MAX */
|
||||
bool export_animation = false;
|
||||
bool export_hair = true;
|
||||
bool export_uvmaps = true;
|
||||
bool export_normals = true;
|
||||
bool export_materials = true;
|
||||
bool selected_objects_only = false;
|
||||
bool visible_objects_only = true;
|
||||
bool use_instancing = false;
|
||||
enum eEvaluationMode evaluation_mode = DAG_EVAL_VIEWPORT;
|
||||
bool generate_preview_surface = true;
|
||||
bool export_textures = true;
|
||||
bool overwrite_textures = true;
|
||||
bool relative_paths = true;
|
||||
char root_prim_path[1024] = ""; /* FILE_MAX */
|
||||
};
|
||||
|
||||
struct USDImportParams {
|
||||
|
|
|
@ -84,7 +84,7 @@ def main():
|
|||
else:
|
||||
report = render_report.Report("Storm USD", output_dir, idiff)
|
||||
report.set_reference_dir("storm_usd_renders")
|
||||
report.set_compare_engine('hydra_storm')
|
||||
report.set_compare_engine('storm_hydra')
|
||||
|
||||
report.set_pixelated(True)
|
||||
|
||||
|
|
Loading…
Reference in New Issue