glTF: Merge glTF Material Output nodes into a single one
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eca1bdeb88
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@ -4,7 +4,7 @@
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bl_info = {
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'name': 'glTF 2.0 format',
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'author': 'Julien Duroure, Scurest, Norbert Nopper, Urs Hanselmann, Moritz Becher, Benjamin Schmithüsen, Jim Eckerlein, and many external contributors',
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"version": (3, 3, 23),
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"version": (3, 3, 24),
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'blender': (3, 3, 0),
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'location': 'File > Import-Export',
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'description': 'Import-Export as glTF 2.0',
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@ -17,21 +17,9 @@ def create_settings_group(name):
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thicknessFactor.default_value = 0.0
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gltf_node_group.nodes.new('NodeGroupOutput')
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gltf_node_group_input = gltf_node_group.nodes.new('NodeGroupInput')
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specular = gltf_node_group.inputs.new("NodeSocketFloat", "Specular")
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specular.default_value = 1.0
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specularColor = gltf_node_group.inputs.new("NodeSocketColor", "Specular Color")
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specularColor.default_value = [1.0,1.0,1.0,1.0]
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gltf_node_group_input.location = -200, 0
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return gltf_node_group
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def get_gltf_pbr_non_converted_name():
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return "original glTF PBR data"
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def create_gltf_pbr_non_converted_group(name):
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gltf_node_group = bpy.data.node_groups.new(name, 'ShaderNodeTree')
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specular = gltf_node_group.inputs.new("NodeSocketFloat", "specular glTF")
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specular.default_value = 1.0
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specularColor = gltf_node_group.inputs.new("NodeSocketColor", "specularColor glTF")
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specularColor.default_value = [1.0,1.0,1.0,1.0]
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gltf_node_group.nodes.new('NodeGroupOutput')
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gltf_node_group_input = gltf_node_group.nodes.new('NodeGroupInput')
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gltf_node_group_input.location = -400, 0
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return gltf_node_group
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@ -3,7 +3,6 @@
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import bpy
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from ..com.gltf2_blender_material_helpers import get_gltf_node_name, create_settings_group
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from ..com.gltf2_blender_material_helpers import get_gltf_pbr_non_converted_name, create_gltf_pbr_non_converted_group
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################ glTF Material Output node ###########################################
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@ -43,36 +42,6 @@ def add_gltf_settings_to_menu(self, context) :
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if bpy.context.preferences.addons['io_scene_gltf2'].preferences.settings_node_ui is True:
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self.layout.operator("node.gltf_settings_node_operator")
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class NODE_OT_GLTF_PBR_NON_CONVERTED_EXTENSIONS(bpy.types.Operator):
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bl_idname = "node.gltf_pbr_non_converted_extensions_operator"
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bl_label = "glTF Original PBR data"
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bl_description = "Add a node to the active tree for glTF export"
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@classmethod
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def poll(cls, context):
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space = context.space_data
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return space.type == "NODE_EDITOR" \
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and context.object and context.object.active_material \
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and context.object.active_material.use_nodes is True \
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and bpy.context.preferences.addons['io_scene_gltf2'].preferences.settings_node_ui is True
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def execute(self, context):
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gltf_node_name = get_gltf_pbr_non_converted_name()
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if gltf_node_name in bpy.data.node_groups:
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my_group = bpy.data.node_groups[get_gltf_pbr_non_converted_name()]
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else:
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my_group = create_gltf_pbr_non_converted_group(gltf_node_name)
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node_tree = context.object.active_material.node_tree
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new_node = node_tree.nodes.new("ShaderNodeGroup")
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new_node.node_tree = bpy.data.node_groups[my_group.name]
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return {"FINISHED"}
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def add_gltf_pbr_non_converted_extensions_to_menu(self, context) :
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if bpy.context.preferences.addons['io_scene_gltf2'].preferences.settings_node_ui is True:
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self.layout.operator("node.gltf_pbr_non_converted_extensions_operator")
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################################### KHR_materials_variants ####################
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# Global UI panel
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@ -469,9 +438,7 @@ class SCENE_OT_gltf2_remove_material_variant(bpy.types.Operator):
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def register():
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bpy.utils.register_class(NODE_OT_GLTF_SETTINGS)
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bpy.utils.register_class(NODE_OT_GLTF_PBR_NON_CONVERTED_EXTENSIONS)
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bpy.types.NODE_MT_category_SH_NEW_OUTPUT.append(add_gltf_settings_to_menu)
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bpy.types.NODE_MT_category_SH_NEW_OUTPUT.append(add_gltf_pbr_non_converted_extensions_to_menu)
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def variant_register():
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bpy.utils.register_class(SCENE_OT_gltf2_display_variant)
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@ -499,7 +466,6 @@ def variant_register():
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def unregister():
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bpy.utils.unregister_class(NODE_OT_GLTF_SETTINGS)
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bpy.utils.unregister_class(NODE_OT_GLTF_PBR_NON_CONVERTED_EXTENSIONS)
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def variant_unregister():
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bpy.utils.unregister_class(SCENE_OT_gltf2_variant_add)
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@ -188,7 +188,7 @@ def __get_image_data(sockets, export_settings) -> ExportImage:
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results = [__get_tex_from_socket(socket, export_settings) for socket in sockets]
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# Check if we need a simple mapping or more complex calculation
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if any([socket.name == "Specular" for socket in sockets]):
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if any([socket.name == "Specular" and socket.node.type == "BSDF_PRINCIPLED" for socket in sockets]):
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return __get_image_data_specular(sockets, results, export_settings)
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else:
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return __get_image_data_mapping(sockets, results, export_settings)
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@ -238,7 +238,7 @@ def __get_image_data_mapping(sockets, results, export_settings) -> ExportImage:
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dst_chan = Channel.G
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elif socket.name == 'Thickness': # For KHR_materials_volume
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dst_chan = Channel.G
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elif socket.name == "specular glTF": # For original KHR_material_specular
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elif socket.name == "Specular": # For original KHR_material_specular
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dst_chan = Channel.A
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elif socket.name == "Sigma": # For KHR_materials_sheen
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dst_chan = Channel.A
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@ -13,8 +13,8 @@ from io_scene_gltf2.blender.exp import gltf2_blender_gather_texture_info
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def export_original_specular(blender_material, export_settings):
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specular_extension = {}
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original_specular_socket = gltf2_blender_get.get_socket_original(blender_material, 'specular glTF')
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original_specularcolor_socket = gltf2_blender_get.get_socket_original(blender_material, 'specularColor glTF')
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original_specular_socket = gltf2_blender_get.get_socket_old(blender_material, 'Specular')
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original_specularcolor_socket = gltf2_blender_get.get_socket_old(blender_material, 'Specular Color')
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if original_specular_socket is None or original_specularcolor_socket is None:
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return None, None
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@ -4,7 +4,7 @@
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import bpy
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from mathutils import Vector, Matrix
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from ..com.gltf2_blender_material_helpers import get_gltf_node_name, get_gltf_node_old_name, get_gltf_pbr_non_converted_name
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from ..com.gltf2_blender_material_helpers import get_gltf_node_name, get_gltf_node_old_name
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from ...blender.com.gltf2_blender_conversion import texture_transform_blender_to_gltf
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from io_scene_gltf2.io.com import gltf2_io_debug
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from io_scene_gltf2.blender.exp import gltf2_blender_search_node_tree
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@ -105,24 +105,6 @@ def get_socket_old(blender_material: bpy.types.Material, name: str):
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return None
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def get_socket_original(blender_material: bpy.types.Material, name: str):
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"""
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For a given material input name, retrieve the corresponding node tree socket in the special glTF node group.
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:param blender_material: a blender material for which to get the socket
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:param name: the name of the socket
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:return: a blender NodeSocket
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"""
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gltf_node_group_name = get_gltf_pbr_non_converted_name().lower()
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if blender_material.node_tree and blender_material.use_nodes:
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nodes = [n for n in blender_material.node_tree.nodes if \
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isinstance(n, bpy.types.ShaderNodeGroup) and n.node_tree.name.lower() == gltf_node_group_name]
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inputs = sum([[input for input in node.inputs if input.name == name] for node in nodes], [])
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if inputs:
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return inputs[0]
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return None
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def check_if_is_linked_to_active_output(shader_socket):
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for link in shader_socket.links:
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if isinstance(link.to_node, bpy.types.ShaderNodeOutputMaterial) and link.to_node.is_active_output is True:
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@ -4,7 +4,7 @@
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from ...io.com.gltf2_io import TextureInfo
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from .gltf2_blender_texture import texture
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from .gltf2_blender_image import BlenderImage
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from ..exp.gltf2_blender_image import TmpImageGuard, make_temp_image_copy
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from ..exp.gltf2_blender_image import TmpImageGuard
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import numpy as np
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import bpy
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@ -5,7 +5,6 @@ from re import M
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import bpy
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from ...io.com.gltf2_io import TextureInfo, MaterialPBRMetallicRoughness
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from ..com.gltf2_blender_material_helpers import get_gltf_node_name, create_settings_group
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from ..com.gltf2_blender_material_helpers import get_gltf_pbr_non_converted_name, create_gltf_pbr_non_converted_group
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from .gltf2_blender_texture import texture
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from .gltf2_blender_KHR_materials_clearcoat import \
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clearcoat, clearcoat_roughness, clearcoat_normal
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@ -28,7 +27,6 @@ class MaterialHelper:
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pymat.pbr_metallic_roughness = \
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MaterialPBRMetallicRoughness.from_dict({})
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self.settings_node = None
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self.original_pbr_node = None
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def is_opaque(self):
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alpha_mode = self.pymat.alpha_mode
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@ -51,7 +49,7 @@ def pbr_metallic_roughness(mh: MaterialHelper):
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# This value may be overidden later if IOR extension is set on file
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pbr_node.inputs['IOR'].default_value = GLTF_IOR
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if mh.pymat.occlusion_texture is not None:
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if mh.pymat.occlusion_texture is not None or (mh.pymat.extensions and 'KHR_materials_specular' in mh.pymat.extensions):
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if mh.settings_node is None:
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mh.settings_node = make_settings_node(mh)
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mh.settings_node.location = additional_location
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@ -87,12 +85,6 @@ def pbr_metallic_roughness(mh: MaterialHelper):
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make_velvet_socket=need_velvet_node
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)
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if mh.pymat.extensions and 'KHR_materials_specular' in mh.pymat.extensions:
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# We need glTF PBR Non Converted Extensions Node
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mh.original_pbr_node = make_pbr_non_converted_extensions_node(mh)
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mh.original_pbr_node.location = additional_location
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mh.original_pbr_node.width = 180
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additional_location = additional_location[0], additional_location[1] - 150
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if mh.pymat.extensions and 'KHR_materials_sheen':
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pass #TOTOEXT
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@ -171,8 +163,8 @@ def pbr_metallic_roughness(mh: MaterialHelper):
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location_specular_tint=locs['specularColorTexture'],
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specular_socket=pbr_node.inputs['Specular'],
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specular_tint_socket=pbr_node.inputs['Specular Tint'],
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original_specular_socket=mh.original_pbr_node.inputs[0] if mh.original_pbr_node else None,
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original_specularcolor_socket=mh.original_pbr_node.inputs[1] if mh.original_pbr_node else None,
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original_specular_socket=mh.settings_node.inputs[2] if mh.settings_node else None,
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original_specularcolor_socket=mh.settings_node.inputs[3] if mh.settings_node else None,
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location_original_specular=locs['original_specularTexture'],
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location_original_specularcolor=locs['original_specularColorTexture']
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)
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@ -752,21 +744,3 @@ def get_settings_group():
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# Create a new node group
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gltf_node_group = create_settings_group(gltf_node_group_name)
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return gltf_node_group
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def make_pbr_non_converted_extensions_node(mh):
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"""
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Make a Group node with a hookup for PBR Non Converted Extensions. No effect in Blender, but
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used to tell the exporter what the original map(s) should be.
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"""
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node = mh.node_tree.nodes.new('ShaderNodeGroup')
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node.node_tree = get_pbr_non_converted_extensions_group()
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return node
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def get_pbr_non_converted_extensions_group():
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gltf_node_group_name = get_gltf_pbr_non_converted_name()
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if gltf_node_group_name in bpy.data.node_groups:
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gltf_node_group = bpy.data.node_groups[gltf_node_group_name]
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else:
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# Create a new node group
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gltf_node_group = create_gltf_pbr_non_converted_group(gltf_node_group_name)
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return gltf_node_group
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