self.value = input_socket.default_value[:len(self.value)-1]+(alpha_socket.default_value,)
else:
self.value = input_socket.default_value[:len(self.value)]
- else:
+ elif self.value is not None:
self.value = input_socket.default_value
from_node, _ = get_linked_node_and_socket(node_tree, input_socket)
class Material:
def __init__(self, material):
self.name = material.name
-
- self.base_color = MaterialProperty((0.8, 0.8, 0.8, 1.0))
- self.metalness = MaterialProperty(0.0)
- self.roughness = MaterialProperty(0.5)
- self.normal = MaterialProperty((0.0, 0.0, 0.1))
- self.emission = MaterialProperty((0.0, 0.0, 0.0))
+ self.type = None
+ self.properties = {}
self.render_mode = material.render_mode
self.technique = material.technique
surface_node, _ = get_linked_node_and_socket(material.node_tree, out_node.inputs["Surface"])
if not surface_node:
- raise Exception("Material has no surface node")
+ if self.render_mode=='BUILTIN':
+ raise Exception("Empty material can't use builtin rendering mode")
+ return
elif surface_node.type!='BSDF_PRINCIPLED':
raise Exception("Unsupported surface node type "+surface_node.type)
- self.base_color.set_from_input(material.node_tree, surface_node.inputs["Base Color"], surface_node.inputs["Alpha"])
- self.metalness.set_from_input(material.node_tree, surface_node.inputs["Metallic"])
- self.roughness.set_from_input(material.node_tree, surface_node.inputs["Roughness"])
- self.normal.set_from_input(material.node_tree, surface_node.inputs["Normal"])
- self.emission.set_from_input(material.node_tree, surface_node.inputs["Emission"])
+ self.type = "pbr"
+
+ base_color = self.properties["base_color"] = MaterialProperty((0.8, 0.8, 0.8, 1.0))
+ metalness = self.properties["metalness"] = MaterialProperty(0.0)
+ roughness = self.properties["roughness"] = MaterialProperty(0.5)
+ normal = self.properties["normal"] = MaterialProperty(None)
+ emission = self.properties["emission"] = MaterialProperty((0.0, 0.0, 0.0))
- self.properties = (self.base_color, self.metalness, self.roughness, self.normal, self.emission)
+ base_color.set_from_input(material.node_tree, surface_node.inputs["Base Color"], surface_node.inputs["Alpha"])
+ metalness.set_from_input(material.node_tree, surface_node.inputs["Metallic"])
+ roughness.set_from_input(material.node_tree, surface_node.inputs["Roughness"])
+ normal.set_from_input(material.node_tree, surface_node.inputs["Normal"])
+ emission.set_from_input(material.node_tree, surface_node.inputs["Emission"])
sampler_settings = None
- for p in self.properties:
+ for p in self.properties.values():
if p.texture:
settings = (p.texture.default_filter, p.texture.interpolation, p.texture.use_mipmap, p.texture.max_anisotropy)
if sampler_settings is None:
if not material.material_map:
raise Exception("Material is not part of a material map")
- tech = material.technique
+ shader = material.shader
materials = []
for m in context.blend_data.materials:
- if m.material_map and m.technique==tech:
+ if m.material_map and m.shader==shader:
materials.append(m)
mat_map = MaterialMap(materials)