[Bf-extensions-cvs] [d5c0d4b7] master: glTF: implement occlusion strength (importer & exporter)
Julien Duroure
noreply at git.blender.org
Tue Dec 1 20:53:20 CET 2020
Commit: d5c0d4b77c15002a7e15fbe3ee146def8d11cd27
Author: Julien Duroure
Date: Tue Dec 1 20:52:55 2020 +0100
Branches: master
https://developer.blender.org/rBAd5c0d4b77c15002a7e15fbe3ee146def8d11cd27
glTF: implement occlusion strength (importer & exporter)
===================================================================
M io_scene_gltf2/__init__.py
M io_scene_gltf2/blender/exp/gltf2_blender_gather_texture_info.py
M io_scene_gltf2/blender/imp/gltf2_blender_pbrMetallicRoughness.py
===================================================================
diff --git a/io_scene_gltf2/__init__.py b/io_scene_gltf2/__init__.py
index a7c1da18..eec978a3 100755
--- a/io_scene_gltf2/__init__.py
+++ b/io_scene_gltf2/__init__.py
@@ -15,7 +15,7 @@
bl_info = {
'name': 'glTF 2.0 format',
'author': 'Julien Duroure, Scurest, Norbert Nopper, Urs Hanselmann, Moritz Becher, Benjamin Schmithüsen, Jim Eckerlein, and many external contributors',
- "version": (1, 5, 5),
+ "version": (1, 5, 6),
'blender': (2, 91, 0),
'location': 'File > Import-Export',
'description': 'Import-Export as glTF 2.0',
diff --git a/io_scene_gltf2/blender/exp/gltf2_blender_gather_texture_info.py b/io_scene_gltf2/blender/exp/gltf2_blender_gather_texture_info.py
index 59cd5614..30975a3f 100755
--- a/io_scene_gltf2/blender/exp/gltf2_blender_gather_texture_info.py
+++ b/io_scene_gltf2/blender/exp/gltf2_blender_gather_texture_info.py
@@ -123,6 +123,19 @@ def __gather_normal_scale(primary_socket, export_settings):
# MaterialOcclusionTextureInfo only
def __gather_occlusion_strength(primary_socket, export_settings):
+ # Look for a MixRGB node that mixes with pure white in front of
+ # primary_socket. The mix factor gives the occlusion strength.
+ node = gltf2_blender_get.previous_node(primary_socket)
+ if node and node.type == 'MIX_RGB' and node.blend_type == 'MIX':
+ fac = gltf2_blender_get.get_const_from_socket(node.inputs['Fac'], kind='VALUE')
+ col1 = gltf2_blender_get.get_const_from_socket(node.inputs['Color1'], kind='RGB')
+ col2 = gltf2_blender_get.get_const_from_socket(node.inputs['Color2'], kind='RGB')
+ if fac is not None:
+ if col1 == [1, 1, 1] and col2 is None:
+ return fac
+ if col1 is None and col2 == [1, 1, 1]:
+ return 1.0 - fac # reversed for reversed inputs
+
return None
diff --git a/io_scene_gltf2/blender/imp/gltf2_blender_pbrMetallicRoughness.py b/io_scene_gltf2/blender/imp/gltf2_blender_pbrMetallicRoughness.py
index 4bc584b0..21400bc0 100755
--- a/io_scene_gltf2/blender/imp/gltf2_blender_pbrMetallicRoughness.py
+++ b/io_scene_gltf2/blender/imp/gltf2_blender_pbrMetallicRoughness.py
@@ -433,13 +433,30 @@ def normal(mh: MaterialHelper, location, normal_socket):
)
-# [Texture] => [Separate R] =>
+# [Texture] => [Separate R] => [Mix Strength] =>
def occlusion(mh: MaterialHelper, location, occlusion_socket):
x, y = location
if mh.pymat.occlusion_texture is None:
return
+ strength = mh.pymat.occlusion_texture.strength
+ if strength is None: strength = 1.0
+ if strength != 1.0:
+ # Mix with white
+ node = mh.node_tree.nodes.new('ShaderNodeMixRGB')
+ node.label = 'Occlusion Strength'
+ node.location = x - 140, y
+ node.blend_type = 'MIX'
+ # Outputs
+ mh.node_tree.links.new(occlusion_socket, node.outputs[0])
+ # Inputs
+ node.inputs['Fac'].default_value = strength
+ node.inputs['Color1'].default_value = [1, 1, 1, 1]
+ occlusion_socket = node.inputs['Color2']
+
+ x -= 200
+
# Separate RGB
node = mh.node_tree.nodes.new('ShaderNodeSeparateRGB')
node.location = x - 150, y - 75
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