diff --git a/export/cycles_node_reader.py b/export/cycles_node_reader.py index 0e9bff3a..84f9a582 100644 --- a/export/cycles_node_reader.py +++ b/export/cycles_node_reader.py @@ -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: @@ -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 @@ -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), })