Node shader wrapper: use 'Non-Color' profile for BW textures inputs.

All the single-value texture inputs of Principled BSDF node should use
non-color colorspace profile, not sRGB one (issue raised in
https://blender.stackexchange.com/questions/155617, thanks).

That also revealed another issue - since those color space settings are
stored at the image level itself, not the node one, we need to
duplicate those image data-blocks when we use same picture for e.g. base
color (sRGB) and specular (non-color) inputs...

For now using a basic mechanism for that, might generate several extra,
uneeded copies of the image ID, but that’s better than breaking custom
settings and such.

Note that while this will modify the behavior of the impporters using
that node wrapper, no change should be needed in IO add-ons themselves.
This commit is contained in:
Bastien Montagne 2019-10-17 11:35:38 +02:00
parent dffe702d78
commit d89b65cc91
1 changed files with 15 additions and 1 deletions

View File

@ -336,6 +336,7 @@ class PrincipledBSDFWrapper(ShaderWrapper):
self, self.node_principled_bsdf,
self.node_principled_bsdf.inputs["Specular"],
grid_row_diff=0,
colorspace_name='Non-Color',
)
specular_texture = property(specular_texture_get)
@ -367,6 +368,7 @@ class PrincipledBSDFWrapper(ShaderWrapper):
self, self.node_principled_bsdf,
self.node_principled_bsdf.inputs["Roughness"],
grid_row_diff=0,
colorspace_name='Non-Color',
)
roughness_texture = property(roughness_texture_get)
@ -398,6 +400,7 @@ class PrincipledBSDFWrapper(ShaderWrapper):
self, self.node_principled_bsdf,
self.node_principled_bsdf.inputs["Metallic"],
grid_row_diff=0,
colorspace_name='Non-Color',
)
metallic_texture = property(metallic_texture_get)
@ -428,6 +431,7 @@ class PrincipledBSDFWrapper(ShaderWrapper):
self, self.node_principled_bsdf,
self.node_principled_bsdf.inputs["IOR"],
grid_row_diff=-1,
colorspace_name='Non-Color',
)
ior_texture = property(ior_texture_get)
@ -455,6 +459,7 @@ class PrincipledBSDFWrapper(ShaderWrapper):
self, self.node_principled_bsdf,
self.node_principled_bsdf.inputs["Transmission"],
grid_row_diff=-1,
colorspace_name='Non-Color',
)
transmission_texture = property(transmission_texture_get)
@ -482,6 +487,7 @@ class PrincipledBSDFWrapper(ShaderWrapper):
self, self.node_principled_bsdf,
self.node_principled_bsdf.inputs["Alpha"],
grid_row_diff=-1,
colorspace_name='Non-Color',
)
alpha_texture = property(alpha_texture_get)
@ -568,6 +574,7 @@ class ShaderImageTextureWrapper():
"grid_row_diff",
"use_alpha",
"colorspace_is_data",
"colorspace_name",
*NODES_LIST,
)
@ -580,7 +587,7 @@ class ShaderImageTextureWrapper():
return instance
def __init__(self, owner_shader: ShaderWrapper, node_dst, socket_dst, grid_row_diff=0,
use_alpha=False, colorspace_is_data=...):
use_alpha=False, colorspace_is_data=..., colorspace_name=...):
self.owner_shader = owner_shader
self.is_readonly = owner_shader.is_readonly
self.node_dst = node_dst
@ -588,6 +595,7 @@ class ShaderImageTextureWrapper():
self.grid_row_diff = grid_row_diff
self.use_alpha = use_alpha
self.colorspace_is_data = colorspace_is_data
self.colorspace_name = colorspace_name
self._node_image = ...
self._node_mapping = ...
@ -685,7 +693,13 @@ class ShaderImageTextureWrapper():
@_set_check
def image_set(self, image):
if self.colorspace_is_data is not ...:
if image.colorspace_settings.is_data != self.colorspace_is_data and image.users >= 1:
image = image.copy()
image.colorspace_settings.is_data = self.colorspace_is_data
if self.colorspace_name is not ...:
if image.colorspace_settings.is_data != self.colorspace_is_data and image.users >= 1:
image = image.copy()
image.colorspace_settings.name = self.colorspace_name
self.node_image.image = image
image = property(image_get, image_set)