From 78fe8ec049fa3242bbbc2db5faed297e36374993 Mon Sep 17 00:00:00 2001 From: Julien Duroure Date: Wed, 13 Nov 2019 22:03:44 +0100 Subject: glTF exporter: Add export support for Emission socket of Principled BSDF node --- io_scene_gltf2/blender/exp/gltf2_blender_get.py | 9 +++++++++ 1 file changed, 9 insertions(+) (limited to 'io_scene_gltf2/blender/exp/gltf2_blender_get.py') diff --git a/io_scene_gltf2/blender/exp/gltf2_blender_get.py b/io_scene_gltf2/blender/exp/gltf2_blender_get.py index a16811d8..fd7d4222 100755 --- a/io_scene_gltf2/blender/exp/gltf2_blender_get.py +++ b/io_scene_gltf2/blender/exp/gltf2_blender_get.py @@ -55,8 +55,17 @@ def get_socket_or_texture_slot(blender_material: bpy.types.Material, name: str): #i = [input for input in blender_material.node_tree.inputs] #o = [output for output in blender_material.node_tree.outputs] if name == "Emissive": + # Check for a dedicated Emission node first, it must supersede the newer built-in one + # because the newer one is always present in all Principled BSDF materials. type = bpy.types.ShaderNodeEmission name = "Color" + nodes = [n for n in blender_material.node_tree.nodes if isinstance(n, type)] + inputs = sum([[input for input in node.inputs if input.name == name] for node in nodes], []) + if inputs: + return inputs[0] + # If a dedicated Emission node was not found, fall back to the Principled BSDF Emission socket. + name = "Emission" + type = bpy.types.ShaderNodeBsdfPrincipled elif name == "Background": type = bpy.types.ShaderNodeBackground name = "Color" -- cgit v1.2.3