[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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