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- Fix: update sockets input due update of Principled BSDF
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odil24 authored Jan 2, 2025
1 parent 799b5ac commit 3462d32
Showing 1 changed file with 6 additions and 6 deletions.
12 changes: 6 additions & 6 deletions export/cycles_node_reader.py
Original file line number Diff line number Diff line change
Expand Up @@ -70,7 +70,7 @@ def _node(node, output_socket, props, material, luxcore_name=None, obj_name="",
base_color = _socket(node.inputs["Base Color"], props, material, obj_name, group_node_stack)
metallic_socket = node.inputs["Metallic"]
metallic = _socket(metallic_socket, props, material, obj_name, group_node_stack)
transmission_socket = node.inputs["Transmission"]
transmission_socket = node.inputs["Transmission Weight"]
transmission = _socket(transmission_socket, props, material, obj_name, group_node_stack)

if transmission == 1 and metallic == 0:
Expand Down Expand Up @@ -99,16 +99,16 @@ def _node(node, output_socket, props, material, luxcore_name=None, obj_name="",
# - transmission roughness (weird thing, might require rough glass + glossy coating?)
"type": "disney",
"basecolor": base_color,
"subsurface": 0, # TODO
"subsurface": _socket(node.inputs["Subsurface Weight"], props, material, obj_name, group_node_stack)
"metallic": metallic,
"specular": _socket(node.inputs["Specular"], props, material, obj_name, group_node_stack),
"specular": _socket(node.inputs["Specular IOR Level"], props, material, obj_name, group_node_stack),
"speculartint": _socket(node.inputs["Specular Tint"], props, material, obj_name, group_node_stack),
# Both LuxCore and Cycles use squared roughness here, no need to convert
"roughness": _socket(node.inputs["Roughness"], props, material, obj_name, group_node_stack),
"anisotropic": _socket(node.inputs["Anisotropic"], props, material, obj_name, group_node_stack),
"sheen": _socket(node.inputs["Sheen"], props, material, obj_name, group_node_stack),
"sheen": _socket(node.inputs["Sheen Weight"], props, material, obj_name, group_node_stack),
"sheentint": _socket(node.inputs["Sheen Tint"], props, material, obj_name, group_node_stack),
"clearcoat": _socket(node.inputs["Clearcoat"], props, material, obj_name, group_node_stack),
"clearcoat": _socket(node.inputs["Coat Weight"], props, material, obj_name, group_node_stack),
}

# Metallic values > 0 reduce transmission. At metallic = 1, no transmission happens at all
Expand Down Expand Up @@ -172,7 +172,7 @@ def _node(node, output_socket, props, material, luxcore_name=None, obj_name="",

# Attach these props to the right-most material node (regardless if it's glass, disney or a mix mat)
definitions.update({
"emission": _socket(node.inputs["Emission"], props, material, obj_name, group_node_stack),
"emission": _socket(node.inputs["Emission Strength"], props, material, obj_name, group_node_stack),
"transparency": _socket(node.inputs["Alpha"], props, material, obj_name, group_node_stack),
"bumptex": _socket(node.inputs["Normal"], props, material, obj_name, group_node_stack),
})
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