Update leenkx/blender/lnx/lightmapper/utility/cycles/nodes.py
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@ -191,7 +191,7 @@ def apply_materials(load_atlas=0):
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mainNode = outputNode.inputs[0].links[0].from_node.inputs[0].links[0].from_node
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mainNode = outputNode.inputs[0].links[0].from_node.inputs[0].links[0].from_node
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if (mainNode.type == "ShaderNodeMixRGB"):
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if (mainNode.type == "ShaderNodeMix"):
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if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
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if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
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print("Mix RGB shader found")
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print("Mix RGB shader found")
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@ -199,9 +199,11 @@ def apply_materials(load_atlas=0):
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#Add all nodes first
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#Add all nodes first
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#Add lightmap multipliction texture
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#Add lightmap multipliction texture
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mixNode = node_tree.nodes.new(type="ShaderNodeMixRGB")
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mixNode = node_tree.nodes.new(type="ShaderNodeMix")
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mixNode.name = "Lightmap_Multiplication"
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mixNode.name = "Lightmap_Multiplication"
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mixNode.location = -800, 300
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mixNode.location = -800, 300
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mixNode.data_type = 'RGBA'
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mixNode.inputs[0].default_value = 1
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if scene.TLM_EngineProperties.tlm_lighting_mode == "indirect" or scene.TLM_EngineProperties.tlm_lighting_mode == "indirectAO":
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if scene.TLM_EngineProperties.tlm_lighting_mode == "indirect" or scene.TLM_EngineProperties.tlm_lighting_mode == "indirectAO":
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mixNode.blend_type = 'MULTIPLY'
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mixNode.blend_type = 'MULTIPLY'
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else:
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else:
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@ -312,8 +314,8 @@ def apply_materials(load_atlas=0):
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else:
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else:
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mat.node_tree.links.new(lightmapNode.outputs[1], DecodeNode.inputs[1]) #Connect lightmap node to decodenode
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mat.node_tree.links.new(lightmapNode.outputs[1], DecodeNode.inputs[1]) #Connect lightmap node to decodenode
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mat.node_tree.links.new(DecodeNode.outputs[0], mixNode.inputs[1]) #Connect decode node to mixnode
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mat.node_tree.links.new(DecodeNode.outputs[0], mixNode.inputs[6]) #Connect decode node to mixnode
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mat.node_tree.links.new(ExposureNode.outputs[0], mixNode.inputs[1]) #Connect exposure node to mixnode
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mat.node_tree.links.new(ExposureNode.outputs[0], mixNode.inputs[6]) #Connect exposure node to mixnode
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else:
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else:
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@ -323,10 +325,10 @@ def apply_materials(load_atlas=0):
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else:
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else:
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mat.node_tree.links.new(lightmapNode.outputs[1], DecodeNode.inputs[1]) #Connect lightmap node to decodenode
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mat.node_tree.links.new(lightmapNode.outputs[1], DecodeNode.inputs[1]) #Connect lightmap node to decodenode
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mat.node_tree.links.new(DecodeNode.outputs[0], mixNode.inputs[1]) #Connect lightmap node to mixnode
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mat.node_tree.links.new(DecodeNode.outputs[0], mixNode.inputs[6]) #Connect lightmap node to mixnode
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mat.node_tree.links.new(baseColorNode.outputs[0], mixNode.inputs[2]) #Connect basecolor to pbr node
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mat.node_tree.links.new(baseColorNode.outputs[0], mixNode.inputs[7]) #Connect basecolor to pbr node
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mat.node_tree.links.new(mixNode.outputs[0], mainNode.inputs[0]) #Connect mixnode to pbr node
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mat.node_tree.links.new(mixNode.outputs[2], mainNode.inputs[0]) #Connect mixnode to pbr node
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if not scene.TLM_EngineProperties.tlm_target == "vertex":
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if not scene.TLM_EngineProperties.tlm_target == "vertex":
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mat.node_tree.links.new(UVLightmap.outputs[0], lightmapNode.inputs[0]) #Connect uvnode to lightmapnode
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mat.node_tree.links.new(UVLightmap.outputs[0], lightmapNode.inputs[0]) #Connect uvnode to lightmapnode
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@ -338,11 +340,11 @@ def apply_materials(load_atlas=0):
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if(scene.TLM_EngineProperties.tlm_exposure_multiplier > 0):
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if(scene.TLM_EngineProperties.tlm_exposure_multiplier > 0):
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mat.node_tree.links.new(lightmapNode.outputs[0], ExposureNode.inputs[0]) #Connect lightmap node to mixnode
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mat.node_tree.links.new(lightmapNode.outputs[0], ExposureNode.inputs[0]) #Connect lightmap node to mixnode
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mat.node_tree.links.new(ExposureNode.outputs[0], mixNode.inputs[1]) #Connect lightmap node to mixnode
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mat.node_tree.links.new(ExposureNode.outputs[0], mixNode.inputs[6]) #Connect lightmap node to mixnode
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else:
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else:
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mat.node_tree.links.new(lightmapNode.outputs[0], mixNode.inputs[1]) #Connect lightmap node to mixnode
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mat.node_tree.links.new(lightmapNode.outputs[0], mixNode.inputs[6]) #Connect lightmap node to mixnode
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mat.node_tree.links.new(baseColorNode.outputs[0], mixNode.inputs[2]) #Connect basecolor to pbr node
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mat.node_tree.links.new(baseColorNode.outputs[0], mixNode.inputs[7]) #Connect basecolor to pbr node
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mat.node_tree.links.new(mixNode.outputs[0], mainNode.inputs[0]) #Connect mixnode to pbr node
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mat.node_tree.links.new(mixNode.outputs[0], mainNode.inputs[2]) #Connect mixnode to pbr node
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if not scene.TLM_EngineProperties.tlm_target == "vertex":
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if not scene.TLM_EngineProperties.tlm_target == "vertex":
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mat.node_tree.links.new(UVLightmap.outputs[0], lightmapNode.inputs[0]) #Connect uvnode to lightmapnode
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mat.node_tree.links.new(UVLightmap.outputs[0], lightmapNode.inputs[0]) #Connect uvnode to lightmapnode
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@ -491,8 +493,9 @@ def applyAOPass():
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AOMap.image = AOImage
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AOMap.image = AOImage
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AOMap.location = -800, 0
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AOMap.location = -800, 0
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AOMult = nodes.new(type="ShaderNodeMixRGB")
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AOMult = nodes.new(type="ShaderNodeMix")
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AOMult.name = "TLM_AOMult"
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AOMult.name = "TLM_AOMult"
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AOMult.data_type = 'RGBA'
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AOMult.blend_type = 'MULTIPLY'
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AOMult.blend_type = 'MULTIPLY'
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AOMult.inputs[0].default_value = 1.0
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AOMult.inputs[0].default_value = 1.0
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AOMult.location = -300, 300
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AOMult.location = -300, 300
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