Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/io/usd/intern/usd_reader_material.cc')
-rw-r--r--source/blender/io/usd/intern/usd_reader_material.cc10
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 */,