import bpy from bpy.types import NodeSocket import lnx import lnx.material.cycles as c import lnx.material.mat_state as mat_state import lnx.material.mat_utils as mat_utils from lnx.material.parser_state import ParserState if lnx.is_reload(__name__): c = lnx.reload_module(c) mat_state = lnx.reload_module(mat_state) mat_utils = lnx.reload_module(mat_utils) lnx.material.parser_state = lnx.reload_module(lnx.material.parser_state) from lnx.material.parser_state import ParserState else: lnx.enable_reload(__name__) def parse_mixshader(node: bpy.types.ShaderNodeMixShader, out_socket: NodeSocket, state: ParserState) -> None: # Skip mixing if only one input is effectively used if not node.inputs[0].is_linked: if node.inputs[0].default_value <= 0.0: c.parse_shader_input(node.inputs[1]) return elif node.inputs[0].default_value >= 1.0: c.parse_shader_input(node.inputs[2]) return prefix = '' if node.inputs[0].is_linked else 'const ' fac = c.parse_value_input(node.inputs[0]) fac_var = c.node_name(node.name) + '_fac' + state.get_parser_pass_suffix() fac_inv_var = c.node_name(node.name) + '_fac_inv' state.curshader.write('{0}float {1} = clamp({2}, 0.0, 1.0);'.format(prefix, fac_var, fac)) state.curshader.write('{0}float {1} = 1.0 - {2};'.format(prefix, fac_inv_var, fac_var)) mat_state.emission_type = mat_state.EmissionType.NO_EMISSION bc1, rough1, met1, occ1, spec1, opac1, ior1, emi1 = c.parse_shader_input(node.inputs[1]) ek1 = mat_state.emission_type mat_state.emission_type = mat_state.EmissionType.NO_EMISSION bc2, rough2, met2, occ2, spec2, opac2, ior2, emi2 = c.parse_shader_input(node.inputs[2]) ek2 = mat_state.emission_type if state.parse_surface: state.out_basecol = '({0} * {3} + {1} * {2})'.format(bc1, bc2, fac_var, fac_inv_var) state.out_roughness = '({0} * {3} + {1} * {2})'.format(rough1, rough2, fac_var, fac_inv_var) state.out_metallic = '({0} * {3} + {1} * {2})'.format(met1, met2, fac_var, fac_inv_var) state.out_occlusion = '({0} * {3} + {1} * {2})'.format(occ1, occ2, fac_var, fac_inv_var) state.out_specular = '({0} * {3} + {1} * {2})'.format(spec1, spec2, fac_var, fac_inv_var) state.out_emission_col = '({0} * {3} + {1} * {2})'.format(emi1, emi2, fac_var, fac_inv_var) mat_state.emission_type = mat_state.EmissionType.get_effective_combination(ek1, ek2) if state.parse_opacity: state.out_opacity = '({0} * {3} + {1} * {2})'.format(opac1, opac2, fac_var, fac_inv_var) state.out_ior = '({0} * {3} + {1} * {2})'.format(ior1, ior2, fac_var, fac_inv_var) def parse_addshader(node: bpy.types.ShaderNodeAddShader, out_socket: NodeSocket, state: ParserState) -> None: mat_state.emission_type = mat_state.EmissionType.NO_EMISSION bc1, rough1, met1, occ1, spec1, opac1, ior1, emi1 = c.parse_shader_input(node.inputs[0]) ek1 = mat_state.emission_type mat_state.emission_type = mat_state.EmissionType.NO_EMISSION bc2, rough2, met2, occ2, spec2, opac2, ior2, emi2 = c.parse_shader_input(node.inputs[1]) ek2 = mat_state.emission_type if state.parse_surface: state.out_basecol = '({0} + {1})'.format(bc1, bc2) state.out_roughness = '({0} * 0.5 + {1} * 0.5)'.format(rough1, rough2) state.out_metallic = '({0} * 0.5 + {1} * 0.5)'.format(met1, met2) state.out_occlusion = '({0} * 0.5 + {1} * 0.5)'.format(occ1, occ2) state.out_specular = '({0} * 0.5 + {1} * 0.5)'.format(spec1, spec2) state.out_emission_col = '({0} + {1})'.format(emi1, emi2) mat_state.emission_type = mat_state.EmissionType.get_effective_combination(ek1, ek2) if state.parse_opacity: state.out_opacity = '({0} * 0.5 + {1} * 0.5)'.format(opac1, opac2) state.out_ior = '({0} * 0.5 + {1} * 0.5)'.format(ior1, ior2) if bpy.app.version < (3, 0, 0): def parse_bsdfprincipled(node: bpy.types.ShaderNodeBsdfPrincipled, out_socket: NodeSocket, state: ParserState) -> None: if state.parse_surface: c.write_normal(node.inputs[20]) state.out_basecol = c.parse_vector_input(node.inputs[0]) state.out_metallic = c.parse_value_input(node.inputs[4]) state.out_specular = c.parse_value_input(node.inputs[5]) state.out_roughness = c.parse_value_input(node.inputs[7]) if (node.inputs['Emission Strength'].is_linked or node.inputs['Emission Strength'].default_value != 0.0)\ and (node.inputs['Emission'].is_linked or not mat_utils.equals_color_socket(node.inputs['Emission'], (0.0, 0.0, 0.0), comp_alpha=False)): emission_col = c.parse_vector_input(node.inputs[17]) emission_strength = c.parse_value_input(node.inputs[18]) state.out_emission_col = '({0} * {1})'.format(emission_col, emission_strength) mat_state.emission_type = mat_state.EmissionType.SHADED else: mat_state.emission_type = mat_state.EmissionType.NO_EMISSION if state.parse_opacity: state.out_ior = c.parse_value_input(node.inputs[14]) state.out_opacity = c.parse_value_input(node.inputs[19]) if bpy.app.version >= (3, 0, 0) and bpy.app.version <= (4, 1, 0): def parse_bsdfprincipled(node: bpy.types.ShaderNodeBsdfPrincipled, out_socket: NodeSocket, state: ParserState) -> None: if state.parse_surface: c.write_normal(node.inputs[22]) state.out_basecol = c.parse_vector_input(node.inputs[0]) # subsurface = c.parse_vector_input(node.inputs[1]) # subsurface_radius = c.parse_vector_input(node.inputs[2]) # subsurface_color = c.parse_vector_input(node.inputs[3]) state.out_metallic = c.parse_value_input(node.inputs[6]) state.out_specular = c.parse_value_input(node.inputs[7]) # specular_tint = c.parse_vector_input(node.inputs[6]) state.out_roughness = c.parse_value_input(node.inputs[9]) # aniso = c.parse_vector_input(node.inputs[8]) # aniso_rot = c.parse_vector_input(node.inputs[9]) # sheen = c.parse_vector_input(node.inputs[10]) # sheen_tint = c.parse_vector_input(node.inputs[11]) # clearcoat = c.parse_vector_input(node.inputs[12]) # clearcoat_rough = c.parse_vector_input(node.inputs[13]) # ior = c.parse_vector_input(node.inputs[14]) # transmission = c.parse_vector_input(node.inputs[15]) # transmission_roughness = c.parse_vector_input(node.inputs[16]) if (node.inputs['Emission Strength'].is_linked or node.inputs['Emission Strength'].default_value != 0.0)\ and (node.inputs['Emission'].is_linked or not mat_utils.equals_color_socket(node.inputs['Emission'], (0.0, 0.0, 0.0), comp_alpha=False)): emission_col = c.parse_vector_input(node.inputs[19]) emission_strength = c.parse_value_input(node.inputs[20]) state.out_emission_col = '({0} * {1})'.format(emission_col, emission_strength) mat_state.emission_type = mat_state.EmissionType.SHADED else: mat_state.emission_type = mat_state.EmissionType.NO_EMISSION # clearcoar_normal = c.parse_vector_input(node.inputs[21]) # tangent = c.parse_vector_input(node.inputs[22]) if state.parse_opacity: state.out_ior = c.parse_value_input(node.inputs[16]) if len(node.inputs) >= 21: state.out_opacity = c.parse_value_input(node.inputs[21]) if bpy.app.version > (4, 1, 0): def parse_bsdfprincipled(node: bpy.types.ShaderNodeBsdfPrincipled, out_socket: NodeSocket, state: ParserState) -> None: if state.parse_surface: c.write_normal(node.inputs[5]) state.out_basecol = c.parse_vector_input(node.inputs[0]) subsurface = c.parse_value_input(node.inputs[7]) subsurface_radius = c.parse_vector_input(node.inputs[9]) subsurface_color = c.parse_vector_input(node.inputs[8]) state.out_metallic = c.parse_value_input(node.inputs[1]) state.out_specular = c.parse_value_input(node.inputs[12]) state.out_roughness = c.parse_value_input(node.inputs[2]) # Prevent black material when metal = 1.0 and roughness = 0.0 try: if float(state.out_roughness) < 0.00101: state.out_roughness = '0.001' except ValueError: pass if (node.inputs['Emission Strength'].is_linked or node.inputs['Emission Strength'].default_value != 0.0)\ and (node.inputs['Emission Color'].is_linked or not mat_utils.equals_color_socket(node.inputs['Emission Color'], (0.0, 0.0, 0.0), comp_alpha=False)): emission_col = c.parse_vector_input(node.inputs[26]) emission_strength = c.parse_value_input(node.inputs[27]) state.out_emission_col = '({0} * {1})'.format(emission_col, emission_strength) mat_state.emission_type = mat_state.EmissionType.SHADED else: mat_state.emission_type = mat_state.EmissionType.NO_EMISSION #state.out_occlusion = state.out_roughness #state.out_aniso = c.parse_vector_input(node.inputs[14]) #state.out_aniso_rot = c.parse_vector_input(node.inputs[15]) #state.out_sheen = c.parse_vector_input(node.inputs[23]) #state.out_sheen_tint = c.parse_vector_input(node.inputs[25]) #state.out_clearcoat = c.parse_vector_input(node.inputs[18]) #state.out_clearcoat_rough = c.parse_vector_input(node.inputs[19]) #state.out_ior = c.parse_value_input(node.inputs[3]) #state.out_transmission = c.parse_vector_input(node.inputs[17]) #state.out_transmission_roughness = state.out_roughness if state.parse_opacity: state.out_ior = c.parse_value_input(node.inputs[3]) state.out_opacity = c.parse_value_input(node.inputs[4]) def parse_bsdfdiffuse(node: bpy.types.ShaderNodeBsdfDiffuse, out_socket: NodeSocket, state: ParserState) -> None: if state.parse_surface: c.write_normal(node.inputs[2]) state.out_basecol = c.parse_vector_input(node.inputs[0]) state.out_roughness = c.parse_value_input(node.inputs[1]) state.out_specular = '0.0' if bpy.app.version >= (4, 0, 0): def parse_bsdfsheen(node: bpy.types.ShaderNodeBsdfSheen, out_socket: NodeSocket, state: ParserState) -> None: if state.parse_surface: c.write_normal(node.inputs[2]) state.out_basecol = c.parse_vector_input(node.inputs[0]) state.out_roughness = c.parse_value_input(node.inputs[1]) if bpy.app.version < (4, 1, 0): def parse_bsdfglossy(node: bpy.types.ShaderNodeBsdfGlossy, out_socket: NodeSocket, state: ParserState) -> None: if state.parse_surface: c.write_normal(node.inputs[2]) state.out_basecol = c.parse_vector_input(node.inputs[0]) state.out_roughness = c.parse_value_input(node.inputs[1]) state.out_metallic = '1.0' else: def parse_bsdfglossy(node: bpy.types.ShaderNodeBsdfAnisotropic, out_socket: NodeSocket, state: ParserState) -> None: if state.parse_surface: c.write_normal(node.inputs[4]) state.out_basecol = c.parse_vector_input(node.inputs[0]) state.out_roughness = c.parse_value_input(node.inputs[1]) state.out_metallic = '1.0' def parse_ambientocclusion(node: bpy.types.ShaderNodeAmbientOcclusion, out_socket: NodeSocket, state: ParserState) -> None: if state.parse_surface: # Single channel state.out_occlusion = c.parse_vector_input(node.inputs[0]) + '.r' def parse_bsdfanisotropic(node: bpy.types.ShaderNodeBsdfAnisotropic, out_socket: NodeSocket, state: ParserState) -> None: if state.parse_surface: c.write_normal(node.inputs[4]) # Revert to glossy state.out_basecol = c.parse_vector_input(node.inputs[0]) state.out_roughness = c.parse_value_input(node.inputs[1]) state.out_metallic = '1.0' def parse_emission(node: bpy.types.ShaderNodeEmission, out_socket: NodeSocket, state: ParserState) -> None: if state.parse_surface: emission_col = c.parse_vector_input(node.inputs[0]) emission_strength = c.parse_value_input(node.inputs[1]) state.out_emission_col = '({0} * {1})'.format(emission_col, emission_strength) state.out_basecol = 'vec3(0.0)' state.out_specular = '0.0' state.out_metallic = '0.0' mat_state.emission_type = mat_state.EmissionType.SHADELESS def parse_bsdfglass(node: bpy.types.ShaderNodeBsdfGlass, out_socket: NodeSocket, state: ParserState) -> None: if state.parse_surface: state.out_basecol = c.parse_vector_input(node.inputs[0]) c.write_normal(node.inputs[3]) state.out_roughness = c.parse_value_input(node.inputs[1]) if state.parse_opacity: state.out_opacity = '0.0' state.out_ior = c.parse_value_input(node.inputs[2]) def parse_bsdfhair(node: bpy.types.ShaderNodeBsdfHair, out_socket: NodeSocket, state: ParserState) -> None: pass def parse_holdout(node: bpy.types.ShaderNodeHoldout, out_socket: NodeSocket, state: ParserState) -> None: if state.parse_surface: # Occlude state.out_occlusion = '0.0' def parse_bsdfrefraction(node: bpy.types.ShaderNodeBsdfRefraction, out_socket: NodeSocket, state: ParserState) -> None: if state.parse_surface: state.out_basecol = c.parse_vector_input(node.inputs[0]) c.write_normal(node.inputs[3]) state.out_roughness = c.parse_value_input(node.inputs[1]) if state.parse_opacity: state.out_opacity = '0.0' state.out_ior = c.parse_value_input(node.inputs[2]) def parse_subsurfacescattering(node: bpy.types.ShaderNodeSubsurfaceScattering, out_socket: NodeSocket, state: ParserState) -> None: if state.parse_surface: if bpy.app.version < (4, 1, 0): c.write_normal(node.inputs[4]) else: c.write_normal(node.inputs[6]) state.out_basecol = c.parse_vector_input(node.inputs[0]) def parse_bsdftoon(node: bpy.types.ShaderNodeBsdfToon, out_socket: NodeSocket, state: ParserState) -> None: # c.write_normal(node.inputs[3]) pass def parse_bsdftranslucent(node: bpy.types.ShaderNodeBsdfTranslucent, out_socket: NodeSocket, state: ParserState) -> None: if state.parse_surface: c.write_normal(node.inputs[1]) if state.parse_opacity: state.out_opacity = '(1.0 - {0}.r)'.format(c.parse_vector_input(node.inputs[0])) state.out_ior = '1.0' def parse_bsdftransparent(node: bpy.types.ShaderNodeBsdfTransparent, out_socket: NodeSocket, state: ParserState) -> None: if state.parse_opacity: state.out_opacity = '(1.0 - {0}.r)'.format(c.parse_vector_input(node.inputs[0])) state.out_ior = '1.0' if bpy.app.version < (4, 1, 0): def parse_bsdfvelvet(node: bpy.types.ShaderNodeBsdfVelvet, out_socket: NodeSocket, state: ParserState) -> None: if state.parse_surface: c.write_normal(node.inputs[2]) state.out_basecol = c.parse_vector_input(node.inputs[0]) state.out_roughness = '1.0' state.out_metallic = '1.0'