Merge branch 'blender-v3.3-release'
This commit is contained in:
commit
fbf268d184
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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, 4, 3),
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"version": (3, 4, 4),
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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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@ -1257,7 +1257,7 @@ class GLTF_AddonPreferences(bpy.types.AddonPreferences):
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settings_node_ui : bpy.props.BoolProperty(
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default= False,
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description="Displays glTF Settings node in Shader Editor (Menu Add > Output)"
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description="Displays glTF Material Output node in Shader Editor (Menu Add > Output)"
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)
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KHR_materials_variants_ui : bpy.props.BoolProperty(
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@ -3,9 +3,13 @@
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import bpy
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def get_gltf_node_name():
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# Get compatibility at export with old files
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def get_gltf_node_old_name():
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return "glTF Settings"
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def get_gltf_node_name():
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return "glTF Material Output"
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def create_settings_group(name):
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gltf_node_group = bpy.data.node_groups.new(name, 'ShaderNodeTree')
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gltf_node_group.inputs.new("NodeSocketFloat", "Occlusion")
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@ -5,7 +5,7 @@ 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 Settings node ###########################################
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################ glTF Material Output node ###########################################
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def create_gltf_ao_group(operator, group_name):
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@ -16,10 +16,9 @@ def create_gltf_ao_group(operator, group_name):
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class NODE_OT_GLTF_SETTINGS(bpy.types.Operator):
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bl_idname = "node.gltf_settings_node_operator"
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bl_label = "glTF Settings"
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bl_label = "glTF Material Ouptut"
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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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@ -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_pbr_non_converted_name
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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 ...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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@ -94,11 +94,11 @@ def get_socket_old(blender_material: bpy.types.Material, name: str):
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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_node_name().lower()
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gltf_node_group_names = [get_gltf_node_name().lower(), get_gltf_node_old_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 \
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(n.node_tree.name.startswith('glTF Metallic Roughness') or n.node_tree.name.lower() == gltf_node_group_name)]
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(n.node_tree.name.startswith('glTF Metallic Roughness') or n.node_tree.name.lower() in gltf_node_group_names)]
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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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@ -65,7 +65,7 @@ def pbr_metallic_roughness(mh: MaterialHelper):
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need_volume_node = True
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# We also need glTF Settings Node, to set thicknessFactor and thicknessTexture
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# We also need glTF Material Output Node, to set thicknessFactor and thicknessTexture
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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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mh.settings_node.width = 180
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