forked from blender/blender
fixed task #107903 - added support for outputting emissiveColor in UsdPreviewSurface, mapped from Blender's Emission #1
Closed
Michael B Johnson
wants to merge 1 commits from
When changing the target branch, be careful to rebase the branch in your fork to match. See documentation.
emissiveColor
into main
pull from: emissiveColor
merge into: wave:main
wave:main
wave:liz/fix_instancing
wave:matt/displayColor_for_shapes_v3
wave:matt/displayColor_for_shapes
wave:dev/author_subdivs_v2
wave:dev/validate_prims_for_4.0
wave:single_root_io
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wave:contribs/T107062_opacity_threshold
wave:temp-sculpt-dyntopo
wave:refactor-mesh-face-generic
wave:blender-v3.3-release
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wave:gpencil-new-data-proposal
wave:overlay-next
wave:temp-sculpt-roll-mapping
wave:sculpt-dev
wave:tmp-volume-matrix-api-update
wave:universal-scene-description
wave:cycles_path_guiding
wave:temp-vulkan-descriptor-sets
wave:tmp-eevee-shadow-commit
wave:temp-angavrilov
wave:asset-shelf
wave:brush-assets-project
wave:tmp-workbench-rewrite2
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Showing only changes of commit ee03fad739 - Show all commits
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@ -39,6 +39,7 @@ namespace usdtokens {
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static const pxr::TfToken clearcoat("clearcoat", pxr::TfToken::Immortal);
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static const pxr::TfToken clearcoatRoughness("clearcoatRoughness", pxr::TfToken::Immortal);
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static const pxr::TfToken diffuse_color("diffuseColor", pxr::TfToken::Immortal);
|
||||
static const pxr::TfToken emissive_color("emissiveColor", pxr::TfToken::Immortal);
|
||||
static const pxr::TfToken metallic("metallic", pxr::TfToken::Immortal);
|
||||
static const pxr::TfToken preview_shader("previewShader", pxr::TfToken::Immortal);
|
||||
static const pxr::TfToken preview_surface("UsdPreviewSurface", pxr::TfToken::Immortal);
|
||||
|
@ -277,6 +278,8 @@ void create_usd_viewport_material(const USDExporterContext &usd_export_context,
|
|||
shader.CreateIdAttr(pxr::VtValue(usdtokens::preview_surface));
|
||||
shader.CreateInput(usdtokens::diffuse_color, pxr::SdfValueTypeNames->Color3f)
|
||||
.Set(pxr::GfVec3f(material->r, material->g, material->b));
|
||||
shader.CreateInput(usdtokens::emissive_color, pxr::SdfValueTypeNames->Color3f)
|
||||
.Set(pxr::GfVec3f(material->r, material->g, material->b));
|
||||
shader.CreateInput(usdtokens::roughness, pxr::SdfValueTypeNames->Float).Set(material->roughness);
|
||||
shader.CreateInput(usdtokens::metallic, pxr::SdfValueTypeNames->Float).Set(material->metallic);
|
||||
|
||||
|
@ -289,6 +292,7 @@ static InputSpecMap &preview_surface_input_map()
|
|||
{
|
||||
static InputSpecMap input_map = {
|
||||
{"Base Color", {usdtokens::diffuse_color, pxr::SdfValueTypeNames->Float3, true}},
|
||||
{"Emission", {usdtokens::emissive_color, pxr::SdfValueTypeNames->Float3, true}},
|
||||
{"Color", {usdtokens::diffuse_color, pxr::SdfValueTypeNames->Float3, true}},
|
||||
{"Roughness", {usdtokens::roughness, pxr::SdfValueTypeNames->Float, true}},
|
||||
{"Metallic", {usdtokens::metallic, pxr::SdfValueTypeNames->Float, true}},
|
||||
|
|
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