Age | Commit message (Collapse) | Author |
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The stored context object was used for creation of shade nodes. A closer look at the
node system showed that the context is not actually used when shader nodes are
added to a shader node tree. Relying on this fact, now a NULL pointer is passed to
nodeAddStaticNode() instead of the stored bContext pointer.
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Marked a function argument with UNUSED() and removed an unused local variable.
Patch provided by Sergey Sharybin.
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Also made minor code cleanup.
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struct Main).
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Looks like the issue was caused by a UV map name starting with a lower case
letter (e.g., "color"). Capitalizing the name fixed the problem. Also adjusted
the creation of custom data layers to optimize things a bit.
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line style prop.
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for Cycles.
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Texture shader nodes.
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node.
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Stroke shader node.
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of the Output Line Style node.
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Removed the previous changes for passing a line style through the Controller, and
revised the BlenderTextureShader to assign the shader node tree of a line style
(if specified) to strokes. This way the assignment of shading nodes can be done
through both the Freestyle GUI and Python scripting.
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node-based textured strokes.
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debugging.
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StrokeRep.
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Style shader node.
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Line Style node.
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style shader node tree.
Changes to ED_node_shader_default() were reverted since the code there was actually
not suitable for setting up the default line style node tree properly.
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BKE_get_linestyle_from_scene().
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Now the shader node tree of a line style ID datablock is used to define textures
as well as their mapping and influence.
TODO: Textures alpha channel mapping and influence.
TODO: Blend mode in the Output Line Style shader node.
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Shader nodes will be used to define materials for stroke rendering, so as to
allow users to interactively configure textures.
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