def __get_tex_from_socket(socket):
    result = gltf2_blender_search_node_tree.from_socket(
        socket,
        gltf2_blender_search_node_tree.FilterByType(bpy.types.ShaderNodeTexImage))
    if not result:
        return None
    return result[0]
Exemple #2
0
def __has_image_node_from_socket(socket):
    result = gltf2_blender_search_node_tree.from_socket(
        socket,
        gltf2_blender_search_node_tree.FilterByType(bpy.types.ShaderNodeTexImage))
    if not result:
        return False
    return True
Exemple #3
0
def __gather_normal_scale(primary_socket, export_settings):
    result = gltf2_blender_search_node_tree.from_socket(
        primary_socket,
        gltf2_blender_search_node_tree.FilterByType(bpy.types.ShaderNodeNormalMap))
    if not result:
        return None
    strengthInput = result[0].shader_node.inputs['Strength']
    if not strengthInput.is_linked and strengthInput.default_value != 1:
        return strengthInput.default_value
    return None
def __get_cycles_emission_node(blender_lamp) -> Optional[bpy.types.ShaderNodeEmission]:
    if blender_lamp.use_nodes and blender_lamp.node_tree:
        for currentNode in blender_lamp.node_tree.nodes:
            if isinstance(currentNode, bpy.types.ShaderNodeOutputLamp):
                if not currentNode.is_active_output:
                    continue
                result = gltf2_blender_search_node_tree.from_socket(
                    currentNode.inputs.get("Surface"),
                    gltf2_blender_search_node_tree.FilterByType(bpy.types.ShaderNodeEmission)
                )
                if not result:
                    continue
                return result[0].shader_node
    return None
def __gather_emissive_texture(blender_material, export_settings):
    if blender_material.node_tree and blender_material.use_nodes:
        emissive_link = [
            link for link in blender_material.node_tree.links
            if link.to_socket.name == "Emissive"
        ]
        if not emissive_link:
            return None
        emissive_socket = emissive_link[0].to_socket
        # search the node tree for textures, beginning from the 'emissive' socket in the material
        emissive_tex_nodes = gltf2_blender_search_node_tree.gather_from_socket(
            emissive_socket,
            gltf2_blender_search_node_tree.FilterByType(
                bpy.types.ShaderNodeTexImage))

    # TODO: gather texture from tex node

    else:
        pass
    return None
def __gather_intensity(blender_lamp, _) -> Optional[float]:
    emission_node = __get_cycles_emission_node(blender_lamp)
    if emission_node is not None:
        if blender_lamp.type != 'SUN':
            # When using cycles, the strength should be influenced by a LightFalloff node
            result = gltf2_blender_search_node_tree.from_socket(
                emission_node.get("Strength"),
                gltf2_blender_search_node_tree.FilterByType(bpy.types.ShaderNodeLightFalloff)
            )
            if result:
                quadratic_falloff_node = result[0].shader_node
                emission_strength = quadratic_falloff_node.inputs["Strength"].default_value / (math.pi * 4.0)
            else:
                gltf2_io_debug.print_console('WARNING',
                                             'No quadratic light falloff node attached to emission strength property')
                emission_strength = blender_lamp.energy
        else:
            emission_strength = emission_node.inputs["Strength"].default_value
        return emission_strength

    return blender_lamp.energy