Master#8
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… the LamaSurface.
Add a RFB_ENABLE_CYCLES_CONVERT debug env var, so convert ops are enabled even if they are disabled in the prefs.
rather than try converting it to a PxrSeExpr node.
Also, multiply strength by color when converting to a LamaEmission node.
We should be promoting the new shader rather than the old shader.
can't find an appropriate bsdf equiv. * Add convert funcs for HairBsdf and HairPrincipledBsdf.
* Fallback to PxrDisneyBsdf if we don't have a converted bxdf * Fix issues with conditional vis when dealing with EnumProperty.
* HairBsdf has two modes, "Reflection" and "Transmission". Turn up or down gains, depending on the mode * For principled, convert random color and tint using PxrHairColor.
the manual params. Change generate_property_utils, so that we don't generate a Property for null widget params.
…ed to be able to eval them for vstruct reasons. Switch to usnig widget==remove.
when converting cycles principled shader. This allows us to convert to Lama and allow for layering and mixing.
environment texture node, create a PxrDomeLight and reference the image * Add 180 rotation to PxrDomeLight to better match Blender's environment texture node.
instead if the Background shader's color input is not connected.
…converting the world node.
bsdf nodes.
The viewport resolution multiplier is now a scene property, so that the same value can be used between renders.
We can't just add the hidden value to the prop's meta data as that value gets used by all instances of the node. So now we create a separate property just for hiding/unhiding.
pages would trigger an IPR update. Instead of drawing the property directly, we now use an operator to change the value behind the scenes.
draw_utils.
pages for config files.
as a connectable existing node in the connection menu.
This should allow min and max samples be edited during IPR. Anything else that's not editable will be grayed out. This is based on the "editable" property in the json config files.
has a modifiers attribute before looping. Was causing lights to not update during IPR in Blender 2.92.
* For certain light types, we set the Blender light type attribute to be 'AREA', rather than 'POINT'. This allows for target aiming using Shift+T.
was using the wrong file extension. Extension should always be .exr since it can only write OpenEXR files.
sure we sort the list of files before looping. The order isn't guaranteed to be same on different platforms and this was causing selections to be different when re-opening a scene that was saved on a different OS (in a beta user's case, the display driver selection was different).
getting the iterations stat.
if we detect root_path is set to a relative path. This should also help with the case when the path is set to a windows path and we're on a unix platform.
Material requires that we set the user attribute "__materialid". Add a new set_material utility function that sets the material and also sets the user attribute at the same time.
* Call getDependencyPath() when setting string parameters, to get the full path * Don't generate a colorpsace property for IES parameters.
the pval is not an empty string.
two knots in, so re-use those when setting the defaults. This should fix issues seen with the PxrRodLightFilter and PxrBlockerLightFilter.
importing presets from the preset browser.
should match renders coming out of RfM.
if the input texture is missing. Instead draw a warning label.
converting a cycles principle shader network, so that only the PxrBlenderPrincipledInputs node is presented.
sidebar if they are deemed hidden because of conditionalVisOps.
label in sidebar if hide_value is true.
…connected to correct nodes.
Change some string literal comparisons to use == instead of 'is'. Python 3.9 no longer allows doing comparsions with literals using 'is'.
has either a dome or envdaylight in it, flip the Y and Z rotation axes and ignore scale and translate.
* For our floating editors, workaround the issue where clicking away from the window will make the editor disappear. Clicking away from the window triggers a cancel, so if we detect a cancel was done via a left mouse click, just call the opeartor again. * Draw the txmanager in a panel again. One problem with using an operator, we can't explicilty tell it to re-draw. We keep the operator version around for opening the txmanager from a shading node.
before starting a render.
call function.
light linking editor. Also, we need to reset the lighting exclude subset to an empty string , if there is no exclude subset.
* We cannot use deepcopy for the __annotations__ dictionary for our backwards compatible OSL nodes, so build it manually. * For our node sockets, make "default_value" a real StringProperty instead of a regular python str.
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