diff options
Diffstat (limited to 'source/blender/io/usd/intern/usd_reader_material.cc')
-rw-r--r-- | source/blender/io/usd/intern/usd_reader_material.cc | 10 |
1 files changed, 0 insertions, 10 deletions
diff --git a/source/blender/io/usd/intern/usd_reader_material.cc b/source/blender/io/usd/intern/usd_reader_material.cc index 317dfd2a62b..db0c5785a68 100644 --- a/source/blender/io/usd/intern/usd_reader_material.cc +++ b/source/blender/io/usd/intern/usd_reader_material.cc @@ -298,7 +298,6 @@ Material *USDMaterialReader::add_material(const pxr::UsdShadeMaterial &usd_mater return mtl; } -/* Create the Principled BSDF shader node network. */ void USDMaterialReader::import_usd_preview(Material *mtl, const pxr::UsdShadeShader &usd_shader) const { @@ -416,7 +415,6 @@ void USDMaterialReader::set_principled_node_inputs(bNode *principled, } } -/* Convert the given USD shader input to an input on the given Blender node. */ void USDMaterialReader::set_node_input(const pxr::UsdShadeInput &usd_input, bNode *dest_node, const char *dest_socket_name, @@ -484,8 +482,6 @@ void USDMaterialReader::set_node_input(const pxr::UsdShadeInput &usd_input, } } -/* Follow the connected source of the USD input to create corresponding inputs - * for the given Blender node. */ void USDMaterialReader::follow_connection(const pxr::UsdShadeInput &usd_input, bNode *dest_node, const char *dest_socket_name, @@ -594,8 +590,6 @@ void USDMaterialReader::convert_usd_uv_texture(const pxr::UsdShadeShader &usd_sh } } -/* Load the texture image node's texture from the path given by the USD shader's - * file input value. */ void USDMaterialReader::load_tex_image(const pxr::UsdShadeShader &usd_shader, bNode *tex_image) const { @@ -653,10 +647,6 @@ void USDMaterialReader::load_tex_image(const pxr::UsdShadeShader &usd_shader, } } -/* This function creates a Blender UV Map node, under the simplifying assumption that - * UsdPrimvarReader_float2 shaders output UV coordinates. - * TODO(makowalski): investigate supporting conversion to other Blender node types - * (e.g., Attribute Nodes) if needed. */ void USDMaterialReader::convert_usd_primvar_reader_float2( const pxr::UsdShadeShader &usd_shader, const pxr::TfToken & /* usd_source_name */, |