Material work
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@ -22,7 +22,7 @@ bl_info = {
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"name": "Armory format (.json)",
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"description": "Armory Exporter",
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"author": "Eric Lengyel, Armory by Lubos Lenco",
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"version": (16, 2, 0, 0),
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"version": (1, 0, 0),
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"location": "File > Import-Export",
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"wiki_url": "http://lue3d.org/",
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"category": "Import-Export"}
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@ -2198,9 +2198,9 @@ class ArmoryExporter(bpy.types.Operator, ExportHelper):
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return tex
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def parse_material_surface(self, material, c, defs, tree, node):
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if node.type == 'GROUP' and node.node_tree.name == 'CG PBR':
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if node.type == 'GROUP' and node.node_tree.name == 'PBR':
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# Albedo Map
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albedo_input = node.inputs[1]
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albedo_input = node.inputs[0]
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if albedo_input.is_linked:
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albedo_node = self.findNodeByLink(tree, node, albedo_input)
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if albedo_node.type == 'TEX_IMAGE':
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@ -2226,10 +2226,10 @@ class ArmoryExporter(bpy.types.Operator, ExportHelper):
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col = metalness_input.default_value
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const = Object()
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const.id = "metalness"
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const.float = col[0]
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const.float = col
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c.bind_constants.append(const)
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# Roughness Map
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roughness_input = node.inputs[5]
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roughness_input = node.inputs[2]
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if roughness_input.is_linked:
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defs.append('_RMTex')
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roughness_node = self.findNodeByLink(tree, node, roughness_input)
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@ -2239,18 +2239,18 @@ class ArmoryExporter(bpy.types.Operator, ExportHelper):
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col = roughness_input.default_value
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const = Object()
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const.id = "roughness"
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const.float = col[0]
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const.float = col
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c.bind_constants.append(const)
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# Normal Map
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normal_input = node.inputs[2]
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normal_input = node.inputs[4]
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if normal_input.is_linked:
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defs.append('_NMTex')
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normal_node = self.findNodeByLink(tree, node, normal_input)
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tex = self.make_texture('snormal', normal_node)
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c.bind_textures.append(tex)
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# Occlusion Map
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occlusion_input = node.inputs[0]
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occlusion_input = node.inputs[1]
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if occlusion_input.is_linked:
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defs.append('_OMTex')
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occlusion_node = self.findNodeByLink(tree, node, occlusion_input)
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@ -205,14 +205,14 @@ def load_library():
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data_path = output[:-8] + "blender/data/data.blend" # Remove 'Sources/' from haxelib path
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with bpy.data.libraries.load(data_path, link=False) as (data_from, data_to):
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data_to.node_groups = ['forward_pipeline', 'forward_pipeline_noshadow', 'deferred_pipeline', 'CG PBR']
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data_to.node_groups = ['forward_pipeline', 'forward_pipeline_noshadow', 'deferred_pipeline', 'PBR']
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# TODO: cannot use for loop
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# TODO: import pbr group separately, no need for fake user
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bpy.data.node_groups['forward_pipeline'].use_fake_user = True
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bpy.data.node_groups['forward_pipeline_noshadow'].use_fake_user = True
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bpy.data.node_groups['deferred_pipeline'].use_fake_user = True
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bpy.data.node_groups['CG PBR'].use_fake_user = True
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bpy.data.node_groups['PBR'].use_fake_user = True
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def register():
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bpy.utils.register_module(__name__)
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@ -5,7 +5,7 @@ bl_info = {
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"category": "Game Engine",
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"description": "3D Game Engine built for Cycles",
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"author": "Lubos Lenco",
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"version": (16, 3, 0, 0),
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"version": (1, 0, 0),
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"wiki_url": "http://cyclesgame.org/"
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}
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@ -17,7 +17,7 @@ from armory import ArmoryExporter
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def defaultSettings():
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wrd = bpy.data.worlds[0]
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wrd['CGVersion'] = "16.1.0"
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wrd['CGVersion'] = "16.3.0"
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wrd['CGProjectTarget'] = 0
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wrd['CGProjectName'] = "cycles_game"
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wrd['CGProjectPackage'] = "game"
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@ -193,7 +193,6 @@ void main() {
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#ifdef _NMTex
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vec3 n = (texture(snormal, texCoord).rgb * 2.0 - 1.0);
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n = normalize(TBN * normalize(n));
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n = vec3(0.0, 0.0, 1.0);
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#else
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vec3 n = normalize(normal);
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#endif
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