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...

This commit is contained in:
William Herald Snyder 2022-10-04 09:54:28 -04:00
parent b2bd9c8316
commit ec54df21d2

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