NodeWrangler - add texture for principled: extend func, clean #58039
Labels
No Label
Interest
Animation & Rigging
Interest
Blender Cloud
Interest
Collada
Interest
Core
Interest
Documentation
Interest
Eevee & Viewport
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
Import and Export
Interest
Modeling
Interest
Modifiers
Interest
Nodes & Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds, Tests & Devices
Interest
Python API
Interest
Rendering & Cycles
Interest
Sculpt, Paint & Texture
Interest
Translations
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Meta
Good First Issue
Meta
Papercut
Module
Add-ons (BF-Blender)
Module
Add-ons (Community)
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
3 Participants
Notifications
Due Date
No due date set.
Dependencies
No dependencies set.
Reference: blender/blender-addons#58039
Loading…
Reference in New Issue
No description provided.
Delete Branch "%!s(<nil>)"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
Recentely I did some import operator for PBR textures, and realized it is quite simillar to this one in node wrangler.
I wanted to extend
with ao and alpha textures. As well to cleanup bump and normal relations (as a separate input textures).
It is based on nice presentation
https://docs.google.com/presentation/d/1hfBMyd4bi7JYIX-rP3JnkO4z5LhqEyXP3mUUA9kxoKU/edit#slide=id.p
Additionally, there are variation in spec/roughness ranges for almost every PBR texture source, so I've added adjust layer of nodes, for ease of use.
I've created this task to ask you all if i can update those changes. It is my first commit here for other author code.
Added subscriber: @tibicen
Added subscriber: @brecht
It's best to submit a patch to be reviewed:
https://developer.blender.org/differential/diff/create/
I'm not sure adding extra nodes for adjustment in between by default is a good idea. Blender 2.8 material export for OBJ / FBX / Collada / GLTF will probably fail if the image texture is not directly connected to the socket.
I'm also not sure about multiplying AO with the base color. that's not physically correct. Usually AO textures are used as an approximation for indirect diffuse light, but baked in advance for better performance. However Cycles and Eevee already compute their own indirect diffuse light. Further, this should not normally affect direct lighting.
AO can be used like this for artistic purposes, but it should not be interpreted that way by default.
Hi, I know there is a lot to do around all the stuff and bugs, but i was just wondering ifI did everything correct here?
If yes please just reply it is just waiting to review, don't even review it now.
If notplease help me understand how to commit it to proper branch.
Added subscriber: @florianfelix
I made a reply some time ago here: D3991
Changed status from 'Open' to: 'Archived'
Let's close this one in favor of the differential revision, easier to have the discussion in one place.