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.h')
-rw-r--r--source/blender/io/usd/intern/usd_reader_material.h21
1 files changed, 11 insertions, 10 deletions
diff --git a/source/blender/io/usd/intern/usd_reader_material.h b/source/blender/io/usd/intern/usd_reader_material.h
index 3e8fc675931..a17504bd590 100644
--- a/source/blender/io/usd/intern/usd_reader_material.h
+++ b/source/blender/io/usd/intern/usd_reader_material.h
@@ -55,28 +55,29 @@ struct NodePlacementContext {
/* Converts USD materials to Blender representation. */
-/* By default, the USDMaterialReader creates a Blender material with
+/**
+ By default, the #USDMaterialReader creates a Blender material with
* the same name as the USD material. If the USD material has a
- * UsdPreviewSurface source, the Blender material's viewport display
+ * #UsdPreviewSurface source, the Blender material's viewport display
* color, roughness and metallic properties are set to the corresponding
- * UsdPreoviewSurface inputs.
+ * #UsdPreoviewSurface inputs.
*
* If the Import USD Preview option is enabled, the current implementation
- * converts UsdPreviewSurface to Blender nodes as follows:
+ * converts #UsdPreviewSurface to Blender nodes as follows:
*
- * UsdPreviewSurface -> Pricipled BSDF
- * UsdUVTexture -> Texture Image + Normal Map
- * UsdPrimvarReader_float2 -> UV Map
+ * - #UsdPreviewSurface -> Principled BSDF
+ * - #UsdUVTexture -> Texture Image + Normal Map
+ * - UsdPrimvarReader_float2 -> UV Map
*
* Limitations: arbitrary primvar readers or UsdTransform2d not yet
- * supported. For UsdUVTexture, only the file, st and sourceColorSpace
+ * supported. For #UsdUVTexture, only the file, st and #sourceColorSpace
* inputs are handled.
*
* TODO(makowalski): Investigate adding support for converting additional
* shaders and inputs. Supporting certain types of inputs, such as texture
* scale and bias, will probably require creating Blender Group nodes with
- * the corresponding inputs. */
-
+ * the corresponding inputs.
+ */
class USDMaterialReader {
protected:
USDImportParams params_;