[Bf-extensions-cvs] [44c17b01] blender-v2.83-release: Fix missing nodes and math operations in node wrangler
Wannes Malfait
noreply at git.blender.org
Mon Apr 20 18:43:08 CEST 2020
Commit: 44c17b01168ea180d7ea865e9ec1ef6e93097b3a
Author: Wannes Malfait
Date: Mon Apr 20 16:26:21 2020 +0200
Branches: blender-v2.83-release
https://developer.blender.org/rBA44c17b01168ea180d7ea865e9ec1ef6e93097b3a
Fix missing nodes and math operations in node wrangler
Differential Revision: https://developer.blender.org/D7461
===================================================================
M node_wrangler.py
===================================================================
diff --git a/node_wrangler.py b/node_wrangler.py
index 03223540..e26da88b 100644
--- a/node_wrangler.py
+++ b/node_wrangler.py
@@ -90,61 +90,73 @@ rl_outputs = (
# shader nodes
# (rna_type.identifier, type, rna_type.name)
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators.
+# Keeping things in alphabetical orde so we don't need to sort later.
shaders_input_nodes_props = (
- ('ShaderNodeTexCoord', 'TEX_COORD', 'Texture Coordinate'),
+ ('ShaderNodeAmbientOcclusion', 'AMBIENT_OCCLUSION', 'Ambient Occlusion'),
('ShaderNodeAttribute', 'ATTRIBUTE', 'Attribute'),
- ('ShaderNodeLightPath', 'LIGHT_PATH', 'Light Path'),
+ ('ShaderNodeBevel', 'BEVEL', 'Bevel'),
+ ('ShaderNodeCameraData', 'CAMERA', 'Camera Data'),
('ShaderNodeFresnel', 'FRESNEL', 'Fresnel'),
- ('ShaderNodeLayerWeight', 'LAYER_WEIGHT', 'Layer Weight'),
- ('ShaderNodeRGB', 'RGB', 'RGB'),
- ('ShaderNodeValue', 'VALUE', 'Value'),
- ('ShaderNodeTangent', 'TANGENT', 'Tangent'),
('ShaderNodeNewGeometry', 'NEW_GEOMETRY', 'Geometry'),
- ('ShaderNodeWireframe', 'WIREFRAME', 'Wireframe'),
- ('ShaderNodeObjectInfo', 'OBJECT_INFO', 'Object Info'),
('ShaderNodeHairInfo', 'HAIR_INFO', 'Hair Info'),
+ ('ShaderNodeLayerWeight', 'LAYER_WEIGHT', 'Layer Weight'),
+ ('ShaderNodeLightPath', 'LIGHT_PATH', 'Light Path'),
+ ('ShaderNodeObjectInfo', 'OBJECT_INFO', 'Object Info'),
('ShaderNodeParticleInfo', 'PARTICLE_INFO', 'Particle Info'),
- ('ShaderNodeCameraData', 'CAMERA', 'Camera Data'),
+ ('ShaderNodeRGB', 'RGB', 'RGB'),
+ ('ShaderNodeTangent', 'TANGENT', 'Tangent'),
+ ('ShaderNodeTexCoord', 'TEX_COORD', 'Texture Coordinate'),
('ShaderNodeUVMap', 'UVMAP', 'UV Map'),
+ ('ShaderNodeValue', 'VALUE', 'Value'),
+ ('ShaderNodeVertexColor', 'VERTEX_COLOR', 'Vertex Color'),
+ ('ShaderNodeVolumeInfo', 'VOLUME_INFO', 'Volume Info'),
+ ('ShaderNodeWireframe', 'WIREFRAME', 'Wireframe'),
+
)
# (rna_type.identifier, type, rna_type.name)
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators.
+# Keeping things in alphabetical orde so we don't need to sort later.
shaders_output_nodes_props = (
- ('ShaderNodeOutputMaterial', 'OUTPUT_MATERIAL', 'Material Output'),
+ ('ShaderNodeOutputAOV', 'OUTPUT_AOV', 'AOV Output'),
('ShaderNodeOutputLight', 'OUTPUT_LIGHT', 'Light Output'),
+ ('ShaderNodeOutputMaterial', 'OUTPUT_MATERIAL', 'Material Output'),
('ShaderNodeOutputWorld', 'OUTPUT_WORLD', 'World Output'),
)
# (rna_type.identifier, type, rna_type.name)
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators.
+# Keeping things in alphabetical orde so we don't need to sort later.
shaders_shader_nodes_props = (
- ('ShaderNodeMixShader', 'MIX_SHADER', 'Mix Shader'),
('ShaderNodeAddShader', 'ADD_SHADER', 'Add Shader'),
+ ('ShaderNodeBsdfAnisotropic', 'BSDF_ANISOTROPIC', 'Anisotropic BSDF'),
('ShaderNodeBsdfDiffuse', 'BSDF_DIFFUSE', 'Diffuse BSDF'),
+ ('ShaderNodeEmission', 'EMISSION', 'Emission'),
+ ('ShaderNodeBsdfGlass', 'BSDF_GLASS', 'Glass BSDF'),
('ShaderNodeBsdfGlossy', 'BSDF_GLOSSY', 'Glossy BSDF'),
- ('ShaderNodeBsdfTransparent', 'BSDF_TRANSPARENT', 'Transparent BSDF'),
+ ('ShaderNodeBsdfHair', 'BSDF_HAIR', 'Hair BSDF'),
+ ('ShaderNodeHoldout', 'HOLDOUT', 'Holdout'),
+ ('ShaderNodeMixShader', 'MIX_SHADER', 'Mix Shader'),
+ ('ShaderNodeBsdfPrincipled', 'BSDF_PRINCIPLED', 'Principled BSDF'),
+ ('ShaderNodeBsdfHairPrincipled', 'BSDF_HAIR_PRINCIPLED', 'Principled Hair BSDF'),
+ ('ShaderNodeVolumePrincipled', 'PRINCIPLED_VOLUME', 'Principled Volume'),
('ShaderNodeBsdfRefraction', 'BSDF_REFRACTION', 'Refraction BSDF'),
- ('ShaderNodeBsdfGlass', 'BSDF_GLASS', 'Glass BSDF'),
+ ('ShaderNodeSubsurfaceScattering', 'SUBSURFACE_SCATTERING', 'Subsurface Scattering'),
+ ('ShaderNodeBsdfToon', 'BSDF_TOON', 'Toon BSDF'),
('ShaderNodeBsdfTranslucent', 'BSDF_TRANSLUCENT', 'Translucent BSDF'),
- ('ShaderNodeBsdfAnisotropic', 'BSDF_ANISOTROPIC', 'Anisotropic BSDF'),
+ ('ShaderNodeBsdfTransparent', 'BSDF_TRANSPARENT', 'Transparent BSDF'),
('ShaderNodeBsdfVelvet', 'BSDF_VELVET', 'Velvet BSDF'),
- ('ShaderNodeBsdfToon', 'BSDF_TOON', 'Toon BSDF'),
- ('ShaderNodeSubsurfaceScattering', 'SUBSURFACE_SCATTERING', 'Subsurface Scattering'),
- ('ShaderNodeEmission', 'EMISSION', 'Emission'),
- ('ShaderNodeBsdfHair', 'BSDF_HAIR', 'Hair BSDF'),
('ShaderNodeBackground', 'BACKGROUND', 'Background'),
- ('ShaderNodeAmbientOcclusion', 'AMBIENT_OCCLUSION', 'Ambient Occlusion'),
- ('ShaderNodeHoldout', 'HOLDOUT', 'Holdout'),
('ShaderNodeVolumeAbsorption', 'VOLUME_ABSORPTION', 'Volume Absorption'),
('ShaderNodeVolumeScatter', 'VOLUME_SCATTER', 'Volume Scatter'),
- ('ShaderNodeBsdfPrincipled', 'BSDF_PRINCIPLED', 'Principled BSDF'),
)
# (rna_type.identifier, type, rna_type.name)
+# Keeping things in alphabetical orde so we don't need to sort later.
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators.
shaders_texture_nodes_props = (
('ShaderNodeTexBrick', 'TEX_BRICK', 'Brick Texture'),
('ShaderNodeTexChecker', 'TEX_CHECKER', 'Checker Texture'),
('ShaderNodeTexEnvironment', 'TEX_ENVIRONMENT', 'Environment Texture'),
('ShaderNodeTexGradient', 'TEX_GRADIENT', 'Gradient Texture'),
+ ('ShaderNodeTexIES', 'TEX_IES', 'IES Texture'),
('ShaderNodeTexImage', 'TEX_IMAGE', 'Image Texture'),
('ShaderNodeTexMagic', 'TEX_MAGIC', 'Magic Texture'),
('ShaderNodeTexMusgrave', 'TEX_MUSGRAVE', 'Musgrave Texture'),
@@ -153,46 +165,55 @@ shaders_texture_nodes_props = (
('ShaderNodeTexSky', 'TEX_SKY', 'Sky Texture'),
('ShaderNodeTexVoronoi', 'TEX_VORONOI', 'Voronoi Texture'),
('ShaderNodeTexWave', 'TEX_WAVE', 'Wave Texture'),
+ ('ShaderNodeTexWhiteNoise', 'TEX_WHITE_NOISE', 'White Noise'),
)
# (rna_type.identifier, type, rna_type.name)
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators.
+# Keeping things in alphabetical orde so we don't need to sort later.
shaders_color_nodes_props = (
- ('ShaderNodeMixRGB', 'MIX_RGB', 'MixRGB'),
- ('ShaderNodeRGBCurve', 'CURVE_RGB', 'RGB Curves'),
+ ('ShaderNodeBrightContrast', 'BRIGHTCONTRAST', 'Bright Contrast'),
+ ('ShaderNodeGamma', 'GAMMA', 'Gamma'),
+ ('ShaderNodeHueSaturation', 'HUE_SAT', 'Hue/Saturation'),
('ShaderNodeInvert', 'INVERT', 'Invert'),
('ShaderNodeLightFalloff', 'LIGHT_FALLOFF', 'Light Falloff'),
- ('ShaderNodeHueSaturation', 'HUE_SAT', 'Hue/Saturation'),
- ('ShaderNodeGamma', 'GAMMA', 'Gamma'),
- ('ShaderNodeBrightContrast', 'BRIGHTCONTRAST', 'Bright Contrast'),
+ ('ShaderNodeMixRGB', 'MIX_RGB', 'MixRGB'),
+ ('ShaderNodeRGBCurve', 'CURVE_RGB', 'RGB Curves'),
)
# (rna_type.identifier, type, rna_type.name)
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators.
+# Keeping things in alphabetical orde so we don't need to sort later.
shaders_vector_nodes_props = (
- ('ShaderNodeMapping', 'MAPPING', 'Mapping'),
('ShaderNodeBump', 'BUMP', 'Bump'),
- ('ShaderNodeNormalMap', 'NORMAL_MAP', 'Normal Map'),
+ ('ShaderNodeDisplacement', 'DISPLACEMENT', 'Displacement'),
+ ('ShaderNodeMapping', 'MAPPING', 'Mapping'),
('ShaderNodeNormal', 'NORMAL', 'Normal'),
+ ('ShaderNodeNormalMap', 'NORMAL_MAP', 'Normal Map'),
('ShaderNodeVectorCurve', 'CURVE_VEC', 'Vector Curves'),
+ ('ShaderNodeVectorDisplacement', 'VECTOR_DISPLACEMENT', 'Vector Displacement'),
('ShaderNodeVectorTransform', 'VECT_TRANSFORM', 'Vector Transform'),
)
# (rna_type.identifier, type, rna_type.name)
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators.
+# Keeping things in alphabetical orde so we don't need to sort later.
shaders_converter_nodes_props = (
- ('ShaderNodeMath', 'MATH', 'Math'),
+ ('ShaderNodeBlackbody', 'BLACKBODY', 'Blackbody'),
+ ('ShaderNodeClamp', 'CLAMP', 'Clamp'),
('ShaderNodeValToRGB', 'VALTORGB', 'ColorRamp'),
+ ('ShaderNodeCombineHSV', 'COMBHSV', 'Combine HSV'),
+ ('ShaderNodeCombineRGB', 'COMBRGB', 'Combine RGB'),
+ ('ShaderNodeCombineXYZ', 'COMBXYZ', 'Combine XYZ'),
+ ('ShaderNodeMapRange', 'MAP_RANGE', 'Map Range'),
+ ('ShaderNodeMath', 'MATH', 'Math'),
('ShaderNodeRGBToBW', 'RGBTOBW', 'RGB to BW'),
- ('ShaderNodeVectorMath', 'VECT_MATH', 'Vector Math'),
('ShaderNodeSeparateRGB', 'SEPRGB', 'Separate RGB'),
- ('ShaderNodeCombineRGB', 'COMBRGB', 'Combine RGB'),
('ShaderNodeSeparateXYZ', 'SEPXYZ', 'Separate XYZ'),
- ('ShaderNodeCombineXYZ', 'COMBXYZ', 'Combine XYZ'),
('ShaderNodeSeparateHSV', 'SEPHSV', 'Separate HSV'),
- ('ShaderNodeCombineHSV', 'COMBHSV', 'Combine HSV'),
+ ('ShaderNodeVectorMath', 'VECT_MATH', 'Vector Math'),
('ShaderNodeWavelength', 'WAVELENGTH', 'Wavelength'),
- ('ShaderNodeBlackbody', 'BLACKBODY', 'Blackbody'),
)
# (rna_type.identifier, type, rna_type.name)
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators.
+# Keeping things in alphabetical orde so we don't need to sort later.
shaders_layout_nodes_props = (
('NodeFrame', 'FRAME', 'Frame'),
('NodeReroute', 'REROUTE', 'Reroute'),
@@ -201,122 +222,134 @@ shaders_layout_nodes_props = (
# compositing nodes
# (rna_type.identifier, type, rna_type.name)
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators.
+# Keeping things in alphabetical orde so we don't need to sort later.
compo_input_nodes_props = (
- ('CompositorNodeRLayers', 'R_LAYERS', 'Render Layers'),
+ ('CompositorNodeBokehImage', 'BOKEHIMAGE', 'Bokeh Image'),
('CompositorNodeImage', 'IMAGE', 'Image'),
- ('CompositorNodeMovieClip', 'MOVIECLIP', 'Movie Clip'),
('CompositorNodeMask', 'MASK', 'Mask'),
+ ('CompositorNodeMovieClip', 'MOVIECLIP', 'Movie Clip'),
+ ('CompositorNodeRLayers', 'R_LAYERS', 'Render Layers'),
('CompositorNodeRGB', 'RGB', 'RGB'),
- ('CompositorNodeValue', 'VALUE', 'Value')
@@ Diff output truncated at 10240 characters. @@
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