def parse_bsdfprincipled(node: bpy.types.ShaderNodeBsdfPrincipled, out_socket: NodeSocket, state: ParserState) -> None: if state.parse_surface: c.write_normal(node.inputs[20]) state.out_basecol = c.parse_vector_input(node.inputs[0]) # subsurface = c.parse_vector_input(node.inputs[1]) # subsurface_radius = c.parse_vector_input(node.inputs[2]) # subsurface_color = c.parse_vector_input(node.inputs[3]) state.out_metallic = c.parse_value_input(node.inputs[4]) state.out_specular = c.parse_value_input(node.inputs[5]) # specular_tint = c.parse_vector_input(node.inputs[6]) state.out_roughness = c.parse_value_input(node.inputs[7]) # aniso = c.parse_vector_input(node.inputs[8]) # aniso_rot = c.parse_vector_input(node.inputs[9]) # sheen = c.parse_vector_input(node.inputs[10]) # sheen_tint = c.parse_vector_input(node.inputs[11]) # clearcoat = c.parse_vector_input(node.inputs[12]) # clearcoat_rough = c.parse_vector_input(node.inputs[13]) # ior = c.parse_vector_input(node.inputs[14]) # transmission = c.parse_vector_input(node.inputs[15]) # transmission_roughness = c.parse_vector_input(node.inputs[16]) if node.inputs[17].is_linked or node.inputs[17].default_value[0] != 0.0: state.out_emission = '({0}.x)'.format(c.parse_vector_input(node.inputs[17])) state.emission_found = True # clearcoar_normal = c.parse_vector_input(node.inputs[21]) # tangent = c.parse_vector_input(node.inputs[22]) if state.parse_opacity: if len(node.inputs) > 21: state.out_opacity = c.parse_value_input(node.inputs[19])
def parse_bsdfdiffuse(node: bpy.types.ShaderNodeBsdfDiffuse, out_socket: NodeSocket, state: ParserState) -> None: if state.parse_surface: c.write_normal(node.inputs[2]) state.out_basecol = c.parse_vector_input(node.inputs[0]) state.out_roughness = c.parse_value_input(node.inputs[1]) state.out_specular = '0.0'
def parse_mixshader(node: bpy.types.ShaderNodeMixShader, out_socket: NodeSocket, state: ParserState) -> None: prefix = '' if node.inputs[0].is_linked else 'const ' fac = c.parse_value_input(node.inputs[0]) fac_var = c.node_name(node.name) + '_fac' fac_inv_var = c.node_name(node.name) + '_fac_inv' state.curshader.write('{0}float {1} = {2};'.format(prefix, fac_var, fac)) state.curshader.write('{0}float {1} = 1.0 - {2};'.format( prefix, fac_inv_var, fac_var)) bc1, rough1, met1, occ1, spec1, opac1, emi1 = c.parse_shader_input( node.inputs[1]) bc2, rough2, met2, occ2, spec2, opac2, emi2 = c.parse_shader_input( node.inputs[2]) if state.parse_surface: state.out_basecol = '({0} * {3} + {1} * {2})'.format( bc1, bc2, fac_var, fac_inv_var) state.out_roughness = '({0} * {3} + {1} * {2})'.format( rough1, rough2, fac_var, fac_inv_var) state.out_metallic = '({0} * {3} + {1} * {2})'.format( met1, met2, fac_var, fac_inv_var) state.out_occlusion = '({0} * {3} + {1} * {2})'.format( occ1, occ2, fac_var, fac_inv_var) state.out_specular = '({0} * {3} + {1} * {2})'.format( spec1, spec2, fac_var, fac_inv_var) state.out_emission = '({0} * {3} + {1} * {2})'.format( emi1, emi2, fac_var, fac_inv_var) if state.parse_opacity: state.out_opacity = '({0} * {3} + {1} * {2})'.format( opac1, opac2, fac_var, fac_inv_var)
def parse_addshader(node: bpy.types.ShaderNodeAddShader, out_socket: NodeSocket, state: ParserState) -> None: bc1, rough1, met1, occ1, spec1, opac1, emi1 = c.parse_shader_input(node.inputs[0]) bc2, rough2, met2, occ2, spec2, opac2, emi2 = c.parse_shader_input(node.inputs[1]) if state.parse_surface: state.out_basecol = '({0} + {1})'.format(bc1, bc2) state.out_roughness = '({0} * 0.5 + {1} * 0.5)'.format(rough1, rough2) state.out_metallic = '({0} * 0.5 + {1} * 0.5)'.format(met1, met2) state.out_occlusion = '({0} * 0.5 + {1} * 0.5)'.format(occ1, occ2) state.out_specular = '({0} * 0.5 + {1} * 0.5)'.format(spec1, spec2) state.out_emission = '({0} * 0.5 + {1} * 0.5)'.format(emi1, emi2) if state.parse_opacity: state.out_opacity = '({0} * 0.5 + {1} * 0.5)'.format(opac1, opac2)