Blend + hardedged transparency emulated via settings + additive emulated by adding the output of the PBSDF and a default Transparent BSDF. Bugfix: animation data is cleared from nodetrees via a stable method. FCurves.clear() is too new...
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@ -72,6 +72,7 @@ class FillSWBFMaterialProperties(bpy.types.Operator):
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texture_node = curr_node
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break
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else:
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# Crude but good for now
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next_nodes = []
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for node_input in curr_node.inputs:
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for link in node_input.links:
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@ -125,6 +126,7 @@ def draw_matfill_menu(self, context):
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# Creates shader nodes to emulate SWBF material properties.
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# Will probably only support for a narrow subset of properties...
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# So much fun to write this, will probably do all render types by end of October
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class GenerateMaterialNodesFromSWBFProperties(bpy.types.Operator):
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@ -171,7 +173,6 @@ to provide an exact emulation"""
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bsdf = material.node_tree.nodes.new("ShaderNodeBsdfPrincipled")
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texImage = material.node_tree.nodes.new('ShaderNodeTexImage')
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texImage.image = bpy.data.images.load(diffuse_texture_path)
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texImage.image.alpha_mode = 'CHANNEL_PACKED'
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@ -182,17 +183,30 @@ to provide an exact emulation"""
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bsdf.inputs["Roughness"].default_value = 1.0
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bsdf.inputs["Specular"].default_value = 0.0
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if mat_props.hardedged_transparency and not mat_props.glow:
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material.blend_method = "CLIP"
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material.node_tree.links.new(bsdf.inputs['Alpha'], texImage.outputs['Alpha'])
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material.use_backface_culling = not bool(mat_props.doublesided)
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surface_output_nodes.append(tuple(('BSDF', bsdf)))
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surface_output_nodes.append(('BSDF', bsdf))
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if not mat_props.glow:
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if mat_props.hardedged_transparency:
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material.blend_method = "CLIP"
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material.node_tree.links.new(bsdf.inputs['Alpha'], texImage.outputs['Alpha'])
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elif mat_props.blended_transparency:
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material.blend_method = "BLEND"
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material.node_tree.links.new(bsdf.inputs['Alpha'], texImage.outputs['Alpha'])
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elif mat_props.additive_transparency:
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# most complex
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transparent_bsdf = material.node_tree.nodes.new("ShaderNodeBsdfTransparent")
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add_shader = material.node_tree.nodes.new("ShaderNodeAddShader")
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material.node_tree.links.new(add_shader.inputs[0], bsdf.outputs["BSDF"])
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material.node_tree.links.new(add_shader.inputs[1], transparent_bsdf.outputs["BSDF"])
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surface_output_nodes[0] = ('Shader', add_shader)
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# Glow (adds another shader output)
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if mat_props.glow:
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else:
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emission = material.node_tree.nodes.new("ShaderNodeEmission")
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material.node_tree.links.new(emission.inputs['Color'], texImage.outputs['Color'])
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@ -205,7 +219,7 @@ to provide an exact emulation"""
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material.node_tree.links.new(emission.inputs['Strength'], emission_strength_multiplier.outputs[0])
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surface_output_nodes.append(tuple(("Emission", emission)))
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surface_output_nodes.append(("Emission", emission))
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surfaces_output = None
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if (len(surface_output_nodes) == 1):
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@ -262,7 +276,7 @@ to provide an exact emulation"""
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# Clear all anims in all cases
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if material.node_tree.animation_data:
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material.node_tree.animation_data.action.fcurves.clear()
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material.node_tree.animation_data_clear()
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if "SCROLL" in mat_props.rendertype:
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@ -289,7 +303,7 @@ to provide an exact emulation"""
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# Don't know how to set interpolation when adding keyframes
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# so we must do it after the fact
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if material.node_tree.animation_data:
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if material.node_tree.animation_data and material.node_tree.animation_data.action:
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for fcurve in material.node_tree.animation_data.action.fcurves:
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for kf in fcurve.keyframe_points.values():
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kf.interpolation = 'LINEAR'
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