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Diffstat (limited to 'source/blender/nodes/NOD_static_types.h')
-rw-r--r--source/blender/nodes/NOD_static_types.h215
1 files changed, 112 insertions, 103 deletions
diff --git a/source/blender/nodes/NOD_static_types.h b/source/blender/nodes/NOD_static_types.h
index e0a4d241b3b..71d8f014399 100644
--- a/source/blender/nodes/NOD_static_types.h
+++ b/source/blender/nodes/NOD_static_types.h
@@ -17,111 +17,111 @@
/* WARNING! If you edit those strings, please do the same in relevant nodes files (under blender/nodes/...)! */
/* Tree type Node ID RNA def function Enum name Struct name UI Name UI Description */
-DefNode(Node, NODE_FRAME, def_frame, "FRAME", Frame, "Frame", "" )
-DefNode(Node, NODE_GROUP, def_group, "GROUP", Group, "Group", "" )
-DefNode(Node, NODE_GROUP_INPUT, def_group_input, "GROUP_INPUT", GroupInput, "Group Input", "" )
-DefNode(Node, NODE_GROUP_OUTPUT, def_group_output, "GROUP_OUTPUT", GroupOutput, "Group Output", "" )
-DefNode(Node, NODE_REROUTE, 0, "REROUTE", Reroute, "Reroute", "" )
+DefNode(Node, NODE_FRAME, def_frame, "FRAME", Frame, "Frame", "Collect related nodes together in a common area. Useful for organization when the re-usability of a node group is not required")
+DefNode(Node, NODE_GROUP, def_group, "GROUP", Group, "Group", "")
+DefNode(Node, NODE_GROUP_INPUT, def_group_input, "GROUP_INPUT", GroupInput, "Group Input", "Expose connected data from inside a node group as inputs to its interface")
+DefNode(Node, NODE_GROUP_OUTPUT, def_group_output, "GROUP_OUTPUT", GroupOutput, "Group Output", "Output data from inside of a node group")
+DefNode(Node, NODE_REROUTE, 0, "REROUTE", Reroute, "Reroute", "A single-socket organization tool that supports one input and multiple outputs")
-DefNode(ShaderNode, SH_NODE_RGB, 0, "RGB", RGB, "RGB", "" )
-DefNode(ShaderNode, SH_NODE_VALUE, 0, "VALUE", Value, "Value", "" )
-DefNode(ShaderNode, SH_NODE_MIX_RGB, def_mix_rgb, "MIX_RGB", MixRGB, "MixRGB", "" )
-DefNode(ShaderNode, SH_NODE_VALTORGB, def_colorramp, "VALTORGB", ValToRGB, "ColorRamp", "" )
-DefNode(ShaderNode, SH_NODE_RGBTOBW, 0, "RGBTOBW", RGBToBW, "RGB to BW", "" )
-DefNode(ShaderNode, SH_NODE_SHADERTORGB, 0, "SHADERTORGB", ShaderToRGB, "Shader to RGB", "" )
-DefNode(ShaderNode, SH_NODE_NORMAL, 0, "NORMAL", Normal, "Normal", "" )
-DefNode(ShaderNode, SH_NODE_GAMMA, 0, "GAMMA", Gamma, "Gamma", "" )
-DefNode(ShaderNode, SH_NODE_BRIGHTCONTRAST, 0, "BRIGHTCONTRAST", BrightContrast, "Bright Contrast", "" )
-DefNode(ShaderNode, SH_NODE_MAPPING, def_sh_mapping, "MAPPING", Mapping, "Mapping", "" )
-DefNode(ShaderNode, SH_NODE_CURVE_VEC, def_vector_curve, "CURVE_VEC", VectorCurve, "Vector Curves", "" )
-DefNode(ShaderNode, SH_NODE_CURVE_RGB, def_rgb_curve, "CURVE_RGB", RGBCurve, "RGB Curves", "" )
-DefNode(ShaderNode, SH_NODE_CAMERA, 0, "CAMERA", CameraData, "Camera Data", "" )
-DefNode(ShaderNode, SH_NODE_MAP_RANGE, def_map_range, "MAP_RANGE", MapRange, "Map Range", "" )
-DefNode(ShaderNode, SH_NODE_CLAMP, def_clamp, "CLAMP", Clamp, "Clamp", "" )
-DefNode(ShaderNode, SH_NODE_MATH, def_math, "MATH", Math, "Math", "" )
-DefNode(ShaderNode, SH_NODE_VECTOR_MATH, def_vector_math, "VECT_MATH", VectorMath, "Vector Math", "" )
-DefNode(ShaderNode, SH_NODE_SQUEEZE, 0, "SQUEEZE", Squeeze, "Squeeze Value", "" )
-DefNode(ShaderNode, SH_NODE_INVERT, 0, "INVERT", Invert, "Invert", "" )
-DefNode(ShaderNode, SH_NODE_SEPRGB_LEGACY, 0, "SEPRGB", SeparateRGB, "Separate RGB", "" )
-DefNode(ShaderNode, SH_NODE_COMBRGB_LEGACY, 0, "COMBRGB", CombineRGB, "Combine RGB", "" )
-DefNode(ShaderNode, SH_NODE_HUE_SAT, 0, "HUE_SAT", HueSaturation, "Hue Saturation Value", "" )
+DefNode(ShaderNode, SH_NODE_RGB, 0, "RGB", RGB, "RGB", "A color picker")
+DefNode(ShaderNode, SH_NODE_VALUE, 0, "VALUE", Value, "Value", "Used to Input numerical values to other nodes in the tree")
+DefNode(ShaderNode, SH_NODE_MIX_RGB, def_mix_rgb, "MIX_RGB", MixRGB, "MixRGB", "Mix two input colors")
+DefNode(ShaderNode, SH_NODE_VALTORGB, def_colorramp, "VALTORGB", ValToRGB, "ColorRamp", "Map values to colors with the use of a gradient")
+DefNode(ShaderNode, SH_NODE_RGBTOBW, 0, "RGBTOBW", RGBToBW, "RGB to BW", "Convert a color's luminance to a grayscale value")
+DefNode(ShaderNode, SH_NODE_SHADERTORGB, 0, "SHADERTORGB", ShaderToRGB, "Shader to RGB", "Convert rendering effect (such as light and shadow) to color. Typically used for non-photorealistic rendering, to apply additional effects on the output of BSDFs.\nNote: only supported for Eevee")
+DefNode(ShaderNode, SH_NODE_NORMAL, 0, "NORMAL", Normal, "Normal", "Generate a normal vector and a dot product")
+DefNode(ShaderNode, SH_NODE_GAMMA, 0, "GAMMA", Gamma, "Gamma", "Apply a gamma correction")
+DefNode(ShaderNode, SH_NODE_BRIGHTCONTRAST, 0, "BRIGHTCONTRAST", BrightContrast, "Bright Contrast", "Control the brightness and contrast of the input color")
+DefNode(ShaderNode, SH_NODE_MAPPING, def_sh_mapping, "MAPPING", Mapping, "Mapping", "Transform the input vector by applying translation, rotation, and scale")
+DefNode(ShaderNode, SH_NODE_CURVE_VEC, def_vector_curve, "CURVE_VEC", VectorCurve, "Vector Curves", "Map an input vectors to curves, used to fine-tune the interpolation of the input")
+DefNode(ShaderNode, SH_NODE_CURVE_RGB, def_rgb_curve, "CURVE_RGB", RGBCurve, "RGB Curves", "Apply color corrections for each color channel")
+DefNode(ShaderNode, SH_NODE_CAMERA, 0, "CAMERA", CameraData, "Camera Data", "Retrieve information about the camera and how it relates to the current shading point's position")
+DefNode(ShaderNode, SH_NODE_MAP_RANGE, def_map_range, "MAP_RANGE", MapRange, "Map Range", "Remap a value from a range to a target range")
+DefNode(ShaderNode, SH_NODE_CLAMP, def_clamp, "CLAMP", Clamp, "Clamp", "Clamp a value between a minimum and a maximum")
+DefNode(ShaderNode, SH_NODE_MATH, def_math, "MATH", Math, "Math", "Perform math operations")
+DefNode(ShaderNode, SH_NODE_VECTOR_MATH, def_vector_math, "VECT_MATH", VectorMath, "Vector Math", "Perform vector math operation")
+DefNode(ShaderNode, SH_NODE_SQUEEZE, 0, "SQUEEZE", Squeeze, "Squeeze Value", "")
+DefNode(ShaderNode, SH_NODE_INVERT, 0, "INVERT", Invert, "Invert", "Invert a color, producing a negative")
+DefNode(ShaderNode, SH_NODE_SEPRGB_LEGACY, 0, "SEPRGB", SeparateRGB, "Separate RGB", "Split a color into its red, green, and blue channels (Deprecated)")
+DefNode(ShaderNode, SH_NODE_COMBRGB_LEGACY, 0, "COMBRGB", CombineRGB, "Combine RGB", "Generate a color from its red, green, and blue channels (Deprecated)")
+DefNode(ShaderNode, SH_NODE_HUE_SAT, 0, "HUE_SAT", HueSaturation, "Hue Saturation Value","Apply a color transformation in the HSV color model")
-DefNode(ShaderNode, SH_NODE_OUTPUT_MATERIAL, def_sh_output, "OUTPUT_MATERIAL", OutputMaterial, "Material Output", "" )
-DefNode(ShaderNode, SH_NODE_EEVEE_SPECULAR, 0, "EEVEE_SPECULAR", EeveeSpecular, "Specular BSDF", "" )
-DefNode(ShaderNode, SH_NODE_OUTPUT_LIGHT, def_sh_output, "OUTPUT_LIGHT", OutputLight, "Light Output", "" )
-DefNode(ShaderNode, SH_NODE_OUTPUT_WORLD, def_sh_output, "OUTPUT_WORLD", OutputWorld, "World Output", "" )
-DefNode(ShaderNode, SH_NODE_OUTPUT_LINESTYLE, def_sh_output_linestyle,"OUTPUT_LINESTYLE", OutputLineStyle, "Line Style Output", "" )
-DefNode(ShaderNode, SH_NODE_FRESNEL, 0, "FRESNEL", Fresnel, "Fresnel", "" )
-DefNode(ShaderNode, SH_NODE_LAYER_WEIGHT, 0, "LAYER_WEIGHT", LayerWeight, "Layer Weight", "" )
-DefNode(ShaderNode, SH_NODE_MIX_SHADER, 0, "MIX_SHADER", MixShader, "Mix Shader", "" )
-DefNode(ShaderNode, SH_NODE_ADD_SHADER, 0, "ADD_SHADER", AddShader, "Add Shader", "" )
-DefNode(ShaderNode, SH_NODE_ATTRIBUTE, def_sh_attribute, "ATTRIBUTE", Attribute, "Attribute", "" )
-DefNode(ShaderNode, SH_NODE_AMBIENT_OCCLUSION, def_sh_ambient_occlusion,"AMBIENT_OCCLUSION", AmbientOcclusion, "Ambient Occlusion", "" )
-DefNode(ShaderNode, SH_NODE_BACKGROUND, 0, "BACKGROUND", Background, "Background", "" )
-DefNode(ShaderNode, SH_NODE_HOLDOUT, 0, "HOLDOUT", Holdout, "Holdout", "" )
-DefNode(ShaderNode, SH_NODE_BSDF_ANISOTROPIC, def_anisotropic, "BSDF_ANISOTROPIC", BsdfAnisotropic, "Anisotropic BSDF", "" )
-DefNode(ShaderNode, SH_NODE_BSDF_DIFFUSE, 0, "BSDF_DIFFUSE", BsdfDiffuse, "Diffuse BSDF", "" )
-DefNode(ShaderNode, SH_NODE_BSDF_PRINCIPLED, def_principled, "BSDF_PRINCIPLED", BsdfPrincipled, "Principled BSDF", "" )
-DefNode(ShaderNode, SH_NODE_BSDF_GLOSSY, def_glossy, "BSDF_GLOSSY", BsdfGlossy, "Glossy BSDF", "" )
-DefNode(ShaderNode, SH_NODE_BSDF_GLASS, def_glass, "BSDF_GLASS", BsdfGlass, "Glass BSDF", "" )
-DefNode(ShaderNode, SH_NODE_BSDF_REFRACTION, def_refraction, "BSDF_REFRACTION", BsdfRefraction, "Refraction BSDF", "" )
-DefNode(ShaderNode, SH_NODE_BSDF_TRANSLUCENT, 0, "BSDF_TRANSLUCENT", BsdfTranslucent, "Translucent BSDF", "" )
-DefNode(ShaderNode, SH_NODE_BSDF_TRANSPARENT, 0, "BSDF_TRANSPARENT", BsdfTransparent, "Transparent BSDF", "" )
-DefNode(ShaderNode, SH_NODE_BSDF_VELVET, 0, "BSDF_VELVET", BsdfVelvet, "Velvet BSDF", "" )
-DefNode(ShaderNode, SH_NODE_BSDF_TOON, def_toon, "BSDF_TOON", BsdfToon, "Toon BSDF", "" )
-DefNode(ShaderNode, SH_NODE_BSDF_HAIR, def_hair, "BSDF_HAIR", BsdfHair, "Hair BSDF", "" )
-DefNode(ShaderNode, SH_NODE_BSDF_HAIR_PRINCIPLED, def_hair_principled, "BSDF_HAIR_PRINCIPLED", BsdfHairPrincipled, "Principled Hair BSDF", "")
-DefNode(ShaderNode, SH_NODE_SUBSURFACE_SCATTERING, def_sh_subsurface, "SUBSURFACE_SCATTERING",SubsurfaceScattering,"Subsurface Scattering","")
-DefNode(ShaderNode, SH_NODE_VOLUME_ABSORPTION, 0, "VOLUME_ABSORPTION", VolumeAbsorption, "Volume Absorption", "" )
-DefNode(ShaderNode, SH_NODE_VOLUME_SCATTER, 0, "VOLUME_SCATTER", VolumeScatter, "Volume Scatter", "" )
-DefNode(ShaderNode, SH_NODE_VOLUME_PRINCIPLED, 0, "PRINCIPLED_VOLUME", VolumePrincipled, "Principled Volume", "" )
-DefNode(ShaderNode, SH_NODE_EMISSION, 0, "EMISSION", Emission, "Emission", "" )
-DefNode(ShaderNode, SH_NODE_NEW_GEOMETRY, 0, "NEW_GEOMETRY", NewGeometry, "Geometry", "" )
-DefNode(ShaderNode, SH_NODE_LIGHT_PATH, 0, "LIGHT_PATH", LightPath, "Light Path", "" )
-DefNode(ShaderNode, SH_NODE_LIGHT_FALLOFF, 0, "LIGHT_FALLOFF", LightFalloff, "Light Falloff", "" )
-DefNode(ShaderNode, SH_NODE_OBJECT_INFO, 0, "OBJECT_INFO", ObjectInfo, "Object Info", "" )
-DefNode(ShaderNode, SH_NODE_PARTICLE_INFO, 0, "PARTICLE_INFO", ParticleInfo, "Particle Info", "" )
-DefNode(ShaderNode, SH_NODE_HAIR_INFO, 0, "HAIR_INFO", HairInfo, "Curves Info", "" )
-DefNode(ShaderNode, SH_NODE_POINT_INFO, 0, "POINT_INFO", PointInfo, "Point Info", "" )
-DefNode(ShaderNode, SH_NODE_VOLUME_INFO, 0, "VOLUME_INFO", VolumeInfo, "Volume Info", "" )
-DefNode(ShaderNode, SH_NODE_WIREFRAME, def_sh_tex_wireframe, "WIREFRAME", Wireframe, "Wireframe", "" )
-DefNode(ShaderNode, SH_NODE_WAVELENGTH, 0, "WAVELENGTH", Wavelength, "Wavelength", "" )
-DefNode(ShaderNode, SH_NODE_BLACKBODY, 0, "BLACKBODY", Blackbody, "Blackbody", "" )
-DefNode(ShaderNode, SH_NODE_BUMP, def_sh_bump, "BUMP", Bump, "Bump", "" )
-DefNode(ShaderNode, SH_NODE_NORMAL_MAP, def_sh_normal_map, "NORMAL_MAP", NormalMap, "Normal Map", "" )
-DefNode(ShaderNode, SH_NODE_TANGENT, def_sh_tangent, "TANGENT", Tangent, "Tangent", "" )
-DefNode(ShaderNode, SH_NODE_SCRIPT, def_sh_script, "SCRIPT", Script, "Script", "" )
-DefNode(ShaderNode, SH_NODE_TEX_IMAGE, def_sh_tex_image, "TEX_IMAGE", TexImage, "Image Texture", "" )
-DefNode(ShaderNode, SH_NODE_TEX_ENVIRONMENT, def_sh_tex_environment, "TEX_ENVIRONMENT", TexEnvironment, "Environment Texture","" )
-DefNode(ShaderNode, SH_NODE_TEX_SKY, def_sh_tex_sky, "TEX_SKY", TexSky, "Sky Texture", "" )
-DefNode(ShaderNode, SH_NODE_TEX_GRADIENT, def_sh_tex_gradient, "TEX_GRADIENT", TexGradient, "Gradient Texture", "" )
-DefNode(ShaderNode, SH_NODE_TEX_NOISE, def_sh_tex_noise, "TEX_NOISE", TexNoise, "Noise Texture", "" )
-DefNode(ShaderNode, SH_NODE_TEX_MAGIC, def_sh_tex_magic, "TEX_MAGIC", TexMagic, "Magic Texture", "" )
-DefNode(ShaderNode, SH_NODE_TEX_WAVE, def_sh_tex_wave, "TEX_WAVE", TexWave, "Wave Texture", "" )
-DefNode(ShaderNode, SH_NODE_TEX_MUSGRAVE, def_sh_tex_musgrave, "TEX_MUSGRAVE", TexMusgrave, "Musgrave Texture", "" )
-DefNode(ShaderNode, SH_NODE_TEX_VORONOI, def_sh_tex_voronoi, "TEX_VORONOI", TexVoronoi, "Voronoi Texture", "" )
-DefNode(ShaderNode, SH_NODE_TEX_CHECKER, def_sh_tex_checker, "TEX_CHECKER", TexChecker, "Checker Texture", "" )
-DefNode(ShaderNode, SH_NODE_TEX_BRICK, def_sh_tex_brick, "TEX_BRICK", TexBrick, "Brick Texture", "" )
-DefNode(ShaderNode, SH_NODE_TEX_POINTDENSITY, def_sh_tex_pointdensity,"TEX_POINTDENSITY", TexPointDensity, "Point Density", "" )
-DefNode(ShaderNode, SH_NODE_TEX_COORD, def_sh_tex_coord, "TEX_COORD", TexCoord, "Texture Coordinate","" )
-DefNode(ShaderNode, SH_NODE_VECTOR_ROTATE, def_sh_vector_rotate, "VECTOR_ROTATE", VectorRotate, "Vector Rotate", "" )
-DefNode(ShaderNode, SH_NODE_VECT_TRANSFORM, def_sh_vect_transform, "VECT_TRANSFORM", VectorTransform, "Vector Transform", "" )
-DefNode(ShaderNode, SH_NODE_SEPHSV_LEGACY, 0, "SEPHSV", SeparateHSV, "Separate HSV", "" )
-DefNode(ShaderNode, SH_NODE_COMBHSV_LEGACY, 0, "COMBHSV", CombineHSV, "Combine HSV", "" )
-DefNode(ShaderNode, SH_NODE_UVMAP, def_sh_uvmap, "UVMAP", UVMap, "UV Map", "" )
-DefNode(ShaderNode, SH_NODE_VERTEX_COLOR, def_sh_vertex_color, "VERTEX_COLOR", VertexColor, "Color Attribute", "" )
-DefNode(ShaderNode, SH_NODE_UVALONGSTROKE, def_sh_uvalongstroke, "UVALONGSTROKE", UVAlongStroke, "UV Along Stroke", "" )
-DefNode(ShaderNode, SH_NODE_SEPXYZ, 0, "SEPXYZ", SeparateXYZ, "Separate XYZ", "" )
-DefNode(ShaderNode, SH_NODE_COMBXYZ, 0, "COMBXYZ", CombineXYZ, "Combine XYZ", "" )
-DefNode(ShaderNode, SH_NODE_BEVEL, def_sh_bevel, "BEVEL", Bevel, "Bevel", "" )
-DefNode(ShaderNode, SH_NODE_DISPLACEMENT, def_sh_displacement, "DISPLACEMENT", Displacement, "Displacement", "" )
-DefNode(ShaderNode, SH_NODE_VECTOR_DISPLACEMENT,def_sh_vector_displacement,"VECTOR_DISPLACEMENT",VectorDisplacement,"Vector Displacement","" )
-DefNode(ShaderNode, SH_NODE_TEX_IES, def_sh_tex_ies, "TEX_IES", TexIES, "IES Texture", "" )
-DefNode(ShaderNode, SH_NODE_TEX_WHITE_NOISE, def_sh_tex_white_noise, "TEX_WHITE_NOISE", TexWhiteNoise, "White Noise", "" )
-DefNode(ShaderNode, SH_NODE_OUTPUT_AOV, def_sh_output_aov, "OUTPUT_AOV", OutputAOV, "AOV Output", "" )
-DefNode(ShaderNode, SH_NODE_CURVE_FLOAT, def_float_curve, "CURVE_FLOAT", FloatCurve, "Float Curve", "" )
-DefNode(ShaderNode, SH_NODE_COMBINE_COLOR, def_sh_combsep_color, "COMBINE_COLOR", CombineColor, "Combine Color", "" )
-DefNode(ShaderNode, SH_NODE_SEPARATE_COLOR, def_sh_combsep_color, "SEPARATE_COLOR", SeparateColor, "Separate Color", "" )
+DefNode(ShaderNode, SH_NODE_OUTPUT_MATERIAL, def_sh_output, "OUTPUT_MATERIAL", OutputMaterial, "Material Output", "Output surface material information for use in rendering")
+DefNode(ShaderNode, SH_NODE_EEVEE_SPECULAR, 0, "EEVEE_SPECULAR", EeveeSpecular, "Specular BSDF", "Similar to the Principled BSDF node but uses the specular workflow instead of metallic, which functions by specifying the facing (along normal) reflection color. Energy is not conserved, so the result may not be physically accurate")
+DefNode(ShaderNode, SH_NODE_OUTPUT_LIGHT, def_sh_output, "OUTPUT_LIGHT", OutputLight, "Light Output", "Output light information to a light object")
+DefNode(ShaderNode, SH_NODE_OUTPUT_WORLD, def_sh_output, "OUTPUT_WORLD", OutputWorld, "World Output", "Output light color information to the scene's World")
+DefNode(ShaderNode, SH_NODE_OUTPUT_LINESTYLE, def_sh_output_linestyle,"OUTPUT_LINESTYLE", OutputLineStyle, "Line Style Output", "")
+DefNode(ShaderNode, SH_NODE_FRESNEL, 0, "FRESNEL", Fresnel, "Fresnel", "Produce a blending factor depending on the angle between the surface normal and the view direction using Fresnel equations.\nTypically used for mixing reflections at grazing angles")
+DefNode(ShaderNode, SH_NODE_LAYER_WEIGHT, 0, "LAYER_WEIGHT", LayerWeight, "Layer Weight", "Produce a blending factor depending on the angle between the surface normal and the view direction.\nTypically used for layering shaders with the Mix Shader node")
+DefNode(ShaderNode, SH_NODE_MIX_SHADER, 0, "MIX_SHADER", MixShader, "Mix Shader", "Mix two shaders together. Typically used for material layering")
+DefNode(ShaderNode, SH_NODE_ADD_SHADER, 0, "ADD_SHADER", AddShader, "Add Shader", "Add two Shaders together")
+DefNode(ShaderNode, SH_NODE_ATTRIBUTE, def_sh_attribute, "ATTRIBUTE", Attribute, "Attribute", "Retrieve attributes attached to objects or geometry")
+DefNode(ShaderNode, SH_NODE_AMBIENT_OCCLUSION, def_sh_ambient_occlusion,"AMBIENT_OCCLUSION", AmbientOcclusion, "Ambient Occlusion", "Compute how much the hemisphere above the shading point is occluded, for example to add weathering effects to corners.\nNote: For Cycles, this may slow down renders significantly")
+DefNode(ShaderNode, SH_NODE_BACKGROUND, 0, "BACKGROUND", Background, "Background", "Add background light emission.\nNote: This node should only be used for the world surface output")
+DefNode(ShaderNode, SH_NODE_HOLDOUT, 0, "HOLDOUT", Holdout, "Holdout", "Create a \"hole\" in the image with zero alpha transparency, which is useful for compositing.\nNote: the holdout shader can only create alpha when transparency is enabled in the film settings")
+DefNode(ShaderNode, SH_NODE_BSDF_ANISOTROPIC, def_anisotropic, "BSDF_ANISOTROPIC", BsdfAnisotropic, "Anisotropic BSDF", "Glossy reflection with separate control over U and V direction roughness")
+DefNode(ShaderNode, SH_NODE_BSDF_DIFFUSE, 0, "BSDF_DIFFUSE", BsdfDiffuse, "Diffuse BSDF", "Lambertian and Oren-Nayar diffuse reflection")
+DefNode(ShaderNode, SH_NODE_BSDF_PRINCIPLED, def_principled, "BSDF_PRINCIPLED", BsdfPrincipled, "Principled BSDF", "Physically-based, easy-to-use shader for rendering surface materials, based on the Disney principled model also known as the \"PBR\" shader")
+DefNode(ShaderNode, SH_NODE_BSDF_GLOSSY, def_glossy, "BSDF_GLOSSY", BsdfGlossy, "Glossy BSDF", "Reflection with microfacet distribution, used for materials such as metal or mirrors")
+DefNode(ShaderNode, SH_NODE_BSDF_GLASS, def_glass, "BSDF_GLASS", BsdfGlass, "Glass BSDF", "Glass-like shader mixing refraction and reflection at grazing angles")
+DefNode(ShaderNode, SH_NODE_BSDF_REFRACTION, def_refraction, "BSDF_REFRACTION", BsdfRefraction, "Refraction BSDF", "Glossy refraction with sharp or microfacet distribution, typically used for materials that transmit light")
+DefNode(ShaderNode, SH_NODE_BSDF_TRANSLUCENT, 0, "BSDF_TRANSLUCENT", BsdfTranslucent, "Translucent BSDF", "Lambertian diffuse transmission")
+DefNode(ShaderNode, SH_NODE_BSDF_TRANSPARENT, 0, "BSDF_TRANSPARENT", BsdfTransparent, "Transparent BSDF", "Transparency without refraction, passing straight through the surface as if there were no geometry")
+DefNode(ShaderNode, SH_NODE_BSDF_VELVET, 0, "BSDF_VELVET", BsdfVelvet, "Velvet BSDF", "Reflection for materials such as cloth.\nTypically mixed with other shaders (such as a Diffuse Shader) and is not particularly useful on its own")
+DefNode(ShaderNode, SH_NODE_BSDF_TOON, def_toon, "BSDF_TOON", BsdfToon, "Toon BSDF", "Diffuse and Glossy shaders with cartoon light effects")
+DefNode(ShaderNode, SH_NODE_BSDF_HAIR, def_hair, "BSDF_HAIR", BsdfHair, "Hair BSDF", "Reflection and transmission shaders optimized for hair rendering")
+DefNode(ShaderNode, SH_NODE_BSDF_HAIR_PRINCIPLED, def_hair_principled, "BSDF_HAIR_PRINCIPLED", BsdfHairPrincipled, "Principled Hair BSDF", "Physically-based, easy-to-use shader for rendering hair and fur")
+DefNode(ShaderNode, SH_NODE_SUBSURFACE_SCATTERING, def_sh_subsurface, "SUBSURFACE_SCATTERING",SubsurfaceScattering,"Subsurface Scattering","Subsurface multiple scattering shader to simulate light entering the surface and bouncing internally.\nTypically used for materials such as skin, wax, marble or milk")
+DefNode(ShaderNode, SH_NODE_VOLUME_ABSORPTION, 0, "VOLUME_ABSORPTION", VolumeAbsorption, "Volume Absorption", "Absorb light as it passes through the volume")
+DefNode(ShaderNode, SH_NODE_VOLUME_SCATTER, 0, "VOLUME_SCATTER", VolumeScatter, "Volume Scatter", "Scatter light as it passes through the volume, often used to add fog to a scene")
+DefNode(ShaderNode, SH_NODE_VOLUME_PRINCIPLED, 0, "PRINCIPLED_VOLUME", VolumePrincipled, "Principled Volume", "Combine all volume shading components into a single easy to use node")
+DefNode(ShaderNode, SH_NODE_EMISSION, 0, "EMISSION", Emission, "Emission", "Lambertian emission shader")
+DefNode(ShaderNode, SH_NODE_NEW_GEOMETRY, 0, "NEW_GEOMETRY", NewGeometry, "Geometry", "Retrieve geometric information about the current shading point")
+DefNode(ShaderNode, SH_NODE_LIGHT_PATH, 0, "LIGHT_PATH", LightPath, "Light Path", "Retrieve the type of incoming ray for which the shader is being executed.\nTypically used for non-physically-based tricks")
+DefNode(ShaderNode, SH_NODE_LIGHT_FALLOFF, 0, "LIGHT_FALLOFF", LightFalloff, "Light Falloff", "Manipulate how light intensity decreases over distance. Typically used for non-physically-based effects; in reality light always falls off quadratically")
+DefNode(ShaderNode, SH_NODE_OBJECT_INFO, 0, "OBJECT_INFO", ObjectInfo, "Object Info", "Retrieve information about the object instance")
+DefNode(ShaderNode, SH_NODE_PARTICLE_INFO, 0, "PARTICLE_INFO", ParticleInfo, "Particle Info", "Retrieve the data of the particle that spawned the object instance, for example to give variation to multiple instances of an object")
+DefNode(ShaderNode, SH_NODE_HAIR_INFO, 0, "HAIR_INFO", HairInfo, "Curves Info", "Retrieve hair curve information")
+DefNode(ShaderNode, SH_NODE_POINT_INFO, 0, "POINT_INFO", PointInfo, "Point Info", "Retrieve information about points in a point cloud")
+DefNode(ShaderNode, SH_NODE_VOLUME_INFO, 0, "VOLUME_INFO", VolumeInfo, "Volume Info", "Read volume data attributes from volume grids")
+DefNode(ShaderNode, SH_NODE_WIREFRAME, def_sh_tex_wireframe, "WIREFRAME", Wireframe, "Wireframe", "Retrieve the edges of an object as it appears to Cycles.\nNote: as meshes are triangulated before being processed by Cycles, topology will always appear triangulated")
+DefNode(ShaderNode, SH_NODE_WAVELENGTH, 0, "WAVELENGTH", Wavelength, "Wavelength", "Convert a wavelength value to an RGB value")
+DefNode(ShaderNode, SH_NODE_BLACKBODY, 0, "BLACKBODY", Blackbody, "Blackbody", "Convert a blackbody temperature to an RGB value")
+DefNode(ShaderNode, SH_NODE_BUMP, def_sh_bump, "BUMP", Bump, "Bump", "Generate a perturbed normal from a height texture for bump mapping. Typically used for faking highly detailed surfaces")
+DefNode(ShaderNode, SH_NODE_NORMAL_MAP, def_sh_normal_map, "NORMAL_MAP", NormalMap, "Normal Map", "Generate a perturbed normal from an RGB normal map image. Typically used for faking highly detailed surfaces")
+DefNode(ShaderNode, SH_NODE_TANGENT, def_sh_tangent, "TANGENT", Tangent, "Tangent", "Generate a tangent direction for the Anisotropic BSDF")
+DefNode(ShaderNode, SH_NODE_SCRIPT, def_sh_script, "SCRIPT", Script, "Script", "Generate an OSL shader from a file or text data-block.\nNote: OSL shaders are not supported on the GPU")
+DefNode(ShaderNode, SH_NODE_TEX_IMAGE, def_sh_tex_image, "TEX_IMAGE", TexImage, "Image Texture", "Sample an image file as a texture")
+DefNode(ShaderNode, SH_NODE_TEX_ENVIRONMENT, def_sh_tex_environment, "TEX_ENVIRONMENT", TexEnvironment, "Environment Texture","Sample an image file as an environment texture. Typically used to light the scene with the background node")
+DefNode(ShaderNode, SH_NODE_TEX_SKY, def_sh_tex_sky, "TEX_SKY", TexSky, "Sky Texture", "Generate a procedural sky texture")
+DefNode(ShaderNode, SH_NODE_TEX_GRADIENT, def_sh_tex_gradient, "TEX_GRADIENT", TexGradient, "Gradient Texture", "Generate interpolated color and intensity values based on the input vector")
+DefNode(ShaderNode, SH_NODE_TEX_NOISE, def_sh_tex_noise, "TEX_NOISE", TexNoise, "Noise Texture", "Generate fractal Perlin noise")
+DefNode(ShaderNode, SH_NODE_TEX_MAGIC, def_sh_tex_magic, "TEX_MAGIC", TexMagic, "Magic Texture", "Generate a psychedelic color texture")
+DefNode(ShaderNode, SH_NODE_TEX_WAVE, def_sh_tex_wave, "TEX_WAVE", TexWave, "Wave Texture", "Generate procedural bands or rings with noise")
+DefNode(ShaderNode, SH_NODE_TEX_MUSGRAVE, def_sh_tex_musgrave, "TEX_MUSGRAVE", TexMusgrave, "Musgrave Texture", "Generate fractal Perlin noise. Allows for greater control over how octaves are combined than the Noise Texture node")
+DefNode(ShaderNode, SH_NODE_TEX_VORONOI, def_sh_tex_voronoi, "TEX_VORONOI", TexVoronoi, "Voronoi Texture", "Generate Worley noise based on the distance to random points. Typically used to generate textures such as stones, water, or biological cells")
+DefNode(ShaderNode, SH_NODE_TEX_CHECKER, def_sh_tex_checker, "TEX_CHECKER", TexChecker, "Checker Texture", "Generate a checkerboard texture")
+DefNode(ShaderNode, SH_NODE_TEX_BRICK, def_sh_tex_brick, "TEX_BRICK", TexBrick, "Brick Texture", "Generate a procedural texture producing bricks")
+DefNode(ShaderNode, SH_NODE_TEX_POINTDENSITY, def_sh_tex_pointdensity,"TEX_POINTDENSITY", TexPointDensity, "Point Density", "Generate a volumetric point for each particle or vertex of another object")
+DefNode(ShaderNode, SH_NODE_TEX_COORD, def_sh_tex_coord, "TEX_COORD", TexCoord, "Texture Coordinate","Retrieve multiple types of texture coordinates.\nTypically used as inputs for texture nodes")
+DefNode(ShaderNode, SH_NODE_VECTOR_ROTATE, def_sh_vector_rotate, "VECTOR_ROTATE", VectorRotate, "Vector Rotate", "Rotate a vector around a pivot point (center)")
+DefNode(ShaderNode, SH_NODE_VECT_TRANSFORM, def_sh_vect_transform, "VECT_TRANSFORM", VectorTransform, "Vector Transform", "Convert a vector, point, or normal between world, camera, and object coordinate space")
+DefNode(ShaderNode, SH_NODE_SEPHSV_LEGACY, 0, "SEPHSV", SeparateHSV, "Separate HSV", "Split a color into its hue, saturation, and value channels")
+DefNode(ShaderNode, SH_NODE_COMBHSV_LEGACY, 0, "COMBHSV", CombineHSV, "Combine HSV", "Create a color from its hue, saturation, and value channels")
+DefNode(ShaderNode, SH_NODE_UVMAP, def_sh_uvmap, "UVMAP", UVMap, "UV Map", "Retrieve a UV map from the geometry, or the default fallback if none is specified")
+DefNode(ShaderNode, SH_NODE_VERTEX_COLOR, def_sh_vertex_color, "VERTEX_COLOR", VertexColor, "Color Attribute", "Retrieve a color attribute, or the default fallback if none is specified")
+DefNode(ShaderNode, SH_NODE_UVALONGSTROKE, def_sh_uvalongstroke, "UVALONGSTROKE", UVAlongStroke, "UV Along Stroke", "")
+DefNode(ShaderNode, SH_NODE_SEPXYZ, 0, "SEPXYZ", SeparateXYZ, "Separate XYZ", "Split a vector into its X, Y, and Z components")
+DefNode(ShaderNode, SH_NODE_COMBXYZ, 0, "COMBXYZ", CombineXYZ, "Combine XYZ", "Create a vector from X, Y, and Z components")
+DefNode(ShaderNode, SH_NODE_BEVEL, def_sh_bevel, "BEVEL", Bevel, "Bevel", "Generates normals with round corners.\nNote: only supported in Cycles, and may slow down renders")
+DefNode(ShaderNode, SH_NODE_DISPLACEMENT, def_sh_displacement, "DISPLACEMENT", Displacement, "Displacement", "Displace the surface along the surface normal")
+DefNode(ShaderNode, SH_NODE_VECTOR_DISPLACEMENT,def_sh_vector_displacement,"VECTOR_DISPLACEMENT",VectorDisplacement,"Vector Displacement","Displace the surface along an arbitrary direction")
+DefNode(ShaderNode, SH_NODE_TEX_IES, def_sh_tex_ies, "TEX_IES", TexIES, "IES Texture", "Used to match real world lights with IES files, which store the directional intensity distribution of light sources")
+DefNode(ShaderNode, SH_NODE_TEX_WHITE_NOISE, def_sh_tex_white_noise, "TEX_WHITE_NOISE", TexWhiteNoise, "White Noise", "Return a random value or color based on an input seed")
+DefNode(ShaderNode, SH_NODE_OUTPUT_AOV, def_sh_output_aov, "OUTPUT_AOV", OutputAOV, "AOV Output", "Arbitrary Output Variables.\nProvide custom render passes for arbitrary shader node outputs")
+DefNode(ShaderNode, SH_NODE_CURVE_FLOAT, def_float_curve, "CURVE_FLOAT", FloatCurve, "Float Curve", "Map an input float to a curve and outputs a float value")
+DefNode(ShaderNode, SH_NODE_COMBINE_COLOR, def_sh_combsep_color, "COMBINE_COLOR", CombineColor, "Combine Color", "Create a color from individual components using multiple models")
+DefNode(ShaderNode, SH_NODE_SEPARATE_COLOR, def_sh_combsep_color, "SEPARATE_COLOR", SeparateColor, "Separate Color", "Split a color into its individual components using multiple models")
DefNode(CompositorNode, CMP_NODE_VIEWER, def_cmp_viewer, "VIEWER", Viewer, "Viewer", "" )
DefNode(CompositorNode, CMP_NODE_RGB, 0, "RGB", RGB, "RGB", "" )
@@ -301,6 +301,7 @@ DefNode(GeometryNode, GEO_NODE_CURVE_SPLINE_PARAMETER, 0, "SPLINE_PARAMETER", Sp
DefNode(GeometryNode, GEO_NODE_CURVE_SPLINE_TYPE, def_geo_curve_spline_type, "CURVE_SPLINE_TYPE", CurveSplineType, "Set Spline Type", "")
DefNode(GeometryNode, GEO_NODE_CURVE_TO_MESH, 0, "CURVE_TO_MESH", CurveToMesh, "Curve to Mesh", "")
DefNode(GeometryNode, GEO_NODE_CURVE_TO_POINTS, def_geo_curve_to_points, "CURVE_TO_POINTS", CurveToPoints, "Curve to Points", "")
+DefNode(GeometryNode, GEO_NODE_DEFORM_CURVES_ON_SURFACE, 0, "DEFORM_CURVES_ON_SURFACE", DeformCurvesOnSurface, "Deform Curves on Surface", "")
DefNode(GeometryNode, GEO_NODE_DELETE_GEOMETRY, def_geo_delete_geometry, "DELETE_GEOMETRY", DeleteGeometry, "Delete Geometry", "")
DefNode(GeometryNode, GEO_NODE_DUPLICATE_ELEMENTS, def_geo_duplicate_elements, "DUPLICATE_ELEMENTS", DuplicateElements, "Duplicate Elements", "")
DefNode(GeometryNode, GEO_NODE_DISTRIBUTE_POINTS_ON_FACES, def_geo_distribute_points_on_faces, "DISTRIBUTE_POINTS_ON_FACES", DistributePointsOnFaces, "Distribute Points on Faces", "")
@@ -308,6 +309,7 @@ DefNode(GeometryNode, GEO_NODE_ACCUMULATE_FIELD, def_geo_accumulate_field, "ACCU
DefNode(GeometryNode, GEO_NODE_DUAL_MESH, 0, "DUAL_MESH", DualMesh, "Dual Mesh", "")
DefNode(GeometryNode, GEO_NODE_EXTRUDE_MESH, def_geo_extrude_mesh, "EXTRUDE_MESH", ExtrudeMesh, "Extrude Mesh", "")
DefNode(GeometryNode, GEO_NODE_FIELD_AT_INDEX, def_geo_field_at_index, "FIELD_AT_INDEX", FieldAtIndex, "Field at Index", "")
+DefNode(GeometryNode, GEO_NODE_FIELD_ON_DOMAIN, def_geo_field_on_domain, "FIELD_ON_DOMAIN", FieldOnDomain, "Field on Domain", "")
DefNode(GeometryNode, GEO_NODE_FILL_CURVE, def_geo_curve_fill, "FILL_CURVE", FillCurve, "Fill Curve", "")
DefNode(GeometryNode, GEO_NODE_FILLET_CURVE, def_geo_curve_fillet, "FILLET_CURVE", FilletCurve, "Fillet Curve", "")
DefNode(GeometryNode, GEO_NODE_FLIP_FACES, 0, "FLIP_FACES", FlipFaces, "Flip Faces", "")
@@ -318,6 +320,8 @@ DefNode(GeometryNode, GEO_NODE_INPUT_CURVE_HANDLES, 0, "INPUT_CURVE_HANDLES", In
DefNode(GeometryNode, GEO_NODE_INPUT_CURVE_TILT, 0, "INPUT_CURVE_TILT", InputCurveTilt, "Curve Tilt", "")
DefNode(GeometryNode, GEO_NODE_INPUT_ID, 0, "INPUT_ID", InputID, "ID", "")
DefNode(GeometryNode, GEO_NODE_INPUT_INDEX, 0, "INDEX", InputIndex, "Index", "")
+DefNode(GeometryNode, GEO_NODE_INPUT_INSTANCE_ROTATION, 0, "INPUT_INSTANCE_ROTATION", InputInstanceRotation, "Instance Rotation", "")
+DefNode(GeometryNode, GEO_NODE_INPUT_INSTANCE_SCALE, 0, "INPUT_INSTANCE_SCALE", InputInstanceScale, "Instance Scale", "")
DefNode(GeometryNode, GEO_NODE_INPUT_MATERIAL_INDEX, 0, "INPUT_MATERIAL_INDEX", InputMaterialIndex, "Material Index", "")
DefNode(GeometryNode, GEO_NODE_INPUT_MATERIAL, def_geo_input_material, "INPUT_MATERIAL", InputMaterial, "Material", "")
DefNode(GeometryNode, GEO_NODE_INPUT_MESH_EDGE_ANGLE, 0, "MESH_EDGE_ANGLE", InputMeshEdgeAngle, "Edge Angle", "")
@@ -354,7 +358,9 @@ DefNode(GeometryNode, GEO_NODE_MESH_PRIMITIVE_LINE, def_geo_mesh_line, "MESH_PRI
DefNode(GeometryNode, GEO_NODE_MESH_PRIMITIVE_UV_SPHERE, 0, "MESH_PRIMITIVE_UV_SPHERE", MeshUVSphere, "UV Sphere", "")
DefNode(GeometryNode, GEO_NODE_MESH_TO_CURVE, 0, "MESH_TO_CURVE", MeshToCurve, "Mesh to Curve", "")
DefNode(GeometryNode, GEO_NODE_MESH_TO_POINTS, def_geo_mesh_to_points, "MESH_TO_POINTS", MeshToPoints, "Mesh to Points", "")
+DefNode(GeometryNode, GEO_NODE_MESH_TO_VOLUME, def_geo_mesh_to_volume, "MESH_TO_VOLUME", MeshToVolume, "Mesh To Volume", "")
DefNode(GeometryNode, GEO_NODE_OBJECT_INFO, def_geo_object_info, "OBJECT_INFO", ObjectInfo, "Object Info", "")
+DefNode(GeometryNode, GEO_NODE_POINTS, 0, "POINTS", Points, "Points", "")
DefNode(GeometryNode, GEO_NODE_POINTS_TO_VERTICES, 0, "POINTS_TO_VERTICES", PointsToVertices, "Points to Vertices", "")
DefNode(GeometryNode, GEO_NODE_POINTS_TO_VOLUME, def_geo_points_to_volume, "POINTS_TO_VOLUME", PointsToVolume, "Points to Volume", "")
DefNode(GeometryNode, GEO_NODE_PROXIMITY, def_geo_proximity, "PROXIMITY", Proximity, "Geometry Proximity", "")
@@ -395,7 +401,10 @@ DefNode(GeometryNode, GEO_NODE_TRANSLATE_INSTANCES, 0, "TRANSLATE_INSTANCES", Tr
DefNode(GeometryNode, GEO_NODE_TRIANGULATE, def_geo_triangulate, "TRIANGULATE", Triangulate, "Triangulate", "")
DefNode(GeometryNode, GEO_NODE_TRIM_CURVE, def_geo_curve_trim, "TRIM_CURVE", TrimCurve, "Trim Curve", "")
DefNode(GeometryNode, GEO_NODE_VIEWER, def_geo_viewer, "VIEWER", Viewer, "Viewer", "")
+DefNode(GeometryNode, GEO_NODE_VOLUME_CUBE, 0, "VOLUME_CUBE", VolumeCube, "Volume Cube", "")
DefNode(GeometryNode, GEO_NODE_VOLUME_TO_MESH, def_geo_volume_to_mesh, "VOLUME_TO_MESH", VolumeToMesh, "Volume to Mesh", "")
+DefNode(GeometryNode, GEO_NODE_UV_PACK_ISLANDS, 0, "UV_PACK_ISLANDS", UVPackIslands, "Pack UV Islands", "")
+DefNode(GeometryNode, GEO_NODE_UV_UNWRAP, def_geo_uv_unwrap, "UV_UNWRAP", UVUnwrap, "UV Unwrap", "")
/* undefine macros */
#undef DefNode