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author | Julien Duroure <julien.duroure@gmail.com> | 2022-08-08 18:03:41 +0300 |
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committer | Julien Duroure <julien.duroure@gmail.com> | 2022-08-08 18:03:41 +0300 |
commit | ae29cfd1860e53e61d1b58d9c406638927a8ab40 (patch) | |
tree | 862c23104a62173a9c9c4387ecfd589920362fd9 /io_scene_gltf2/blender/exp | |
parent | eca1bdeb88a35deeaec8f2969953dd6d503315a3 (diff) |
glTF: Merge glTF Material Output nodes into a single one
Diffstat (limited to 'io_scene_gltf2/blender/exp')
3 files changed, 5 insertions, 23 deletions
diff --git a/io_scene_gltf2/blender/exp/gltf2_blender_gather_image.py b/io_scene_gltf2/blender/exp/gltf2_blender_gather_image.py index 69900c1b..81e79a50 100755 --- a/io_scene_gltf2/blender/exp/gltf2_blender_gather_image.py +++ b/io_scene_gltf2/blender/exp/gltf2_blender_gather_image.py @@ -188,7 +188,7 @@ def __get_image_data(sockets, export_settings) -> ExportImage: results = [__get_tex_from_socket(socket, export_settings) for socket in sockets] # Check if we need a simple mapping or more complex calculation - if any([socket.name == "Specular" for socket in sockets]): + if any([socket.name == "Specular" and socket.node.type == "BSDF_PRINCIPLED" for socket in sockets]): return __get_image_data_specular(sockets, results, export_settings) else: return __get_image_data_mapping(sockets, results, export_settings) @@ -238,7 +238,7 @@ def __get_image_data_mapping(sockets, results, export_settings) -> ExportImage: dst_chan = Channel.G elif socket.name == 'Thickness': # For KHR_materials_volume dst_chan = Channel.G - elif socket.name == "specular glTF": # For original KHR_material_specular + elif socket.name == "Specular": # For original KHR_material_specular dst_chan = Channel.A elif socket.name == "Sigma": # For KHR_materials_sheen dst_chan = Channel.A diff --git a/io_scene_gltf2/blender/exp/gltf2_blender_gather_materials_specular.py b/io_scene_gltf2/blender/exp/gltf2_blender_gather_materials_specular.py index 30b32198..22414b13 100644 --- a/io_scene_gltf2/blender/exp/gltf2_blender_gather_materials_specular.py +++ b/io_scene_gltf2/blender/exp/gltf2_blender_gather_materials_specular.py @@ -13,8 +13,8 @@ from io_scene_gltf2.blender.exp import gltf2_blender_gather_texture_info def export_original_specular(blender_material, export_settings): specular_extension = {} - original_specular_socket = gltf2_blender_get.get_socket_original(blender_material, 'specular glTF') - original_specularcolor_socket = gltf2_blender_get.get_socket_original(blender_material, 'specularColor glTF') + original_specular_socket = gltf2_blender_get.get_socket_old(blender_material, 'Specular') + original_specularcolor_socket = gltf2_blender_get.get_socket_old(blender_material, 'Specular Color') if original_specular_socket is None or original_specularcolor_socket is None: return None, None diff --git a/io_scene_gltf2/blender/exp/gltf2_blender_get.py b/io_scene_gltf2/blender/exp/gltf2_blender_get.py index da6e9b57..9e468186 100755 --- a/io_scene_gltf2/blender/exp/gltf2_blender_get.py +++ b/io_scene_gltf2/blender/exp/gltf2_blender_get.py @@ -4,7 +4,7 @@ import bpy from mathutils import Vector, Matrix -from ..com.gltf2_blender_material_helpers import get_gltf_node_name, get_gltf_node_old_name, get_gltf_pbr_non_converted_name +from ..com.gltf2_blender_material_helpers import get_gltf_node_name, get_gltf_node_old_name from ...blender.com.gltf2_blender_conversion import texture_transform_blender_to_gltf from io_scene_gltf2.io.com import gltf2_io_debug from io_scene_gltf2.blender.exp import gltf2_blender_search_node_tree @@ -105,24 +105,6 @@ def get_socket_old(blender_material: bpy.types.Material, name: str): return None -def get_socket_original(blender_material: bpy.types.Material, name: str): - """ - For a given material input name, retrieve the corresponding node tree socket in the special glTF node group. - - :param blender_material: a blender material for which to get the socket - :param name: the name of the socket - :return: a blender NodeSocket - """ - gltf_node_group_name = get_gltf_pbr_non_converted_name().lower() - if blender_material.node_tree and blender_material.use_nodes: - nodes = [n for n in blender_material.node_tree.nodes if \ - isinstance(n, bpy.types.ShaderNodeGroup) and n.node_tree.name.lower() == gltf_node_group_name] - inputs = sum([[input for input in node.inputs if input.name == name] for node in nodes], []) - if inputs: - return inputs[0] - - return None - def check_if_is_linked_to_active_output(shader_socket): for link in shader_socket.links: if isinstance(link.to_node, bpy.types.ShaderNodeOutputMaterial) and link.to_node.is_active_output is True: |