glTF: Replace Separate RGB shader node by new Separate Color node
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@ -4,8 +4,8 @@
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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, 1),
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'blender': (3, 1, 0),
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"version": (3, 3, 2),
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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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'warning': '',
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@ -193,11 +193,11 @@ def __get_image_data(sockets, export_settings) -> ExportImage:
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# rudimentarily try follow the node tree to find the correct image data.
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src_chan = Channel.R
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for elem in result.path:
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if isinstance(elem.from_node, bpy.types.ShaderNodeSeparateRGB):
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if isinstance(elem.from_node, bpy.types.ShaderNodeSeparateColor):
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src_chan = {
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'R': Channel.R,
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'G': Channel.G,
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'B': Channel.B,
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'Red': Channel.R,
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'Green': Channel.G,
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'Blue': Channel.B,
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}[elem.from_socket.name]
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if elem.from_socket.name == 'Alpha':
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src_chan = Channel.A
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@ -39,10 +39,10 @@ def clearcoat(mh, location, clearcoat_socket):
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x -= 200
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# Separate RGB
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node = mh.node_tree.nodes.new('ShaderNodeSeparateRGB')
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node = mh.node_tree.nodes.new('ShaderNodeSeparateColor')
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node.location = x - 150, y - 75
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# Outputs
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mh.node_tree.links.new(clearcoat_socket, node.outputs['R'])
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mh.node_tree.links.new(clearcoat_socket, node.outputs['Red'])
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# Inputs
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clearcoat_socket = node.inputs[0]
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@ -92,10 +92,10 @@ def clearcoat_roughness(mh, location, roughness_socket):
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x -= 200
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# Separate RGB (roughness is in G)
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node = mh.node_tree.nodes.new('ShaderNodeSeparateRGB')
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node = mh.node_tree.nodes.new('ShaderNodeSeparateColor')
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node.location = x - 150, y - 75
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# Outputs
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mh.node_tree.links.new(roughness_socket, node.outputs['G'])
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mh.node_tree.links.new(roughness_socket, node.outputs['Green'])
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# Inputs
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color_socket = node.inputs[0]
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@ -363,11 +363,11 @@ def metallic_roughness(mh: MaterialHelper, location, metallic_socket, roughness_
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x -= 200
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# Separate RGB
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node = mh.node_tree.nodes.new('ShaderNodeSeparateRGB')
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node = mh.node_tree.nodes.new('ShaderNodeSeparateColor')
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node.location = x - 150, y - 75
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# Outputs
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mh.node_tree.links.new(metallic_socket, node.outputs['B'])
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mh.node_tree.links.new(roughness_socket, node.outputs['G'])
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mh.node_tree.links.new(metallic_socket, node.outputs['Blue'])
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mh.node_tree.links.new(roughness_socket, node.outputs['Green'])
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# Inputs
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color_socket = node.inputs[0]
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@ -447,10 +447,10 @@ def occlusion(mh: MaterialHelper, location, occlusion_socket):
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x -= 200
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# Separate RGB
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node = mh.node_tree.nodes.new('ShaderNodeSeparateRGB')
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node = mh.node_tree.nodes.new('ShaderNodeSeparateColor')
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node.location = x - 150, y - 75
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# Outputs
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mh.node_tree.links.new(occlusion_socket, node.outputs['R'])
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mh.node_tree.links.new(occlusion_socket, node.outputs['Red'])
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# Inputs
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color_socket = node.inputs[0]
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