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Fix node_shader_utils problems with new mapping node
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Authored by Philipp Oeser (lichtwerk) on Thu, Sep 5, 1:53 PM.

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Summary

Since rBbaaa89a0bc54 we have to access the mapping node differently.
This doesnt take actual linkage of the new sockets into account (but
this wasnt done for most sockets on the Principled BSDF node either)

Also the min/max of the mapping node was removed entirely.
I was decided upon removing this from node_shader_utils as well (and
replace this by existing access to the Extension parameter of the
Texture node). For the case of FBX this will loose the ability to clamp/
repeat independently in the two U/V axes, but it was agreed that this is
an acceptable loss.

part of T69526

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rB Blender

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Philipp Oeser (lichtwerk) planned changes to this revision.Thu, Sep 5, 1:54 PM

Just noticed we need to handle min and max differently as well... or scratch them alltogether?

Think this going in the right direction. The min/max options should be removed from this wrapper, and replaced by an access to the Extension parameter of the Texture node.

Once this is done I’ll take care of the FBX addon's specific handling for that extension thingy.

Philipp Oeser (lichtwerk) retitled this revision from Fix T69526: FBX problems with new mapping node to Fix node_shader_utils problems with new mapping node.Fri, Sep 6, 10:02 AM
Philipp Oeser (lichtwerk) edited the summary of this revision. (Show Details)
This revision is now accepted and ready to land.Fri, Sep 6, 10:44 AM

... and replaced by an access to the Extension parameter of the Texture node.

@Bastien Montagne (mont29): this already exists, so node_shader_utils should be fine now?

@Bastien Montagne (mont29), @Omar Emara (OmarSquircleArt) : I have to leave early today and am away over the weekend, so to not block stuff further, just commit this if it is OK like this...