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Merge branch 'main' into fix_1964_fix_check_image_texture
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julienduroure committed Sep 4, 2023
2 parents 85dda8f + 1f0cc5c commit 1db401b
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Showing 4 changed files with 9 additions and 8 deletions.
2 changes: 1 addition & 1 deletion addons/io_scene_gltf2/__init__.py
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Expand Up @@ -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": (4, 0, 6),
"version": (4, 0, 7),
'blender': (4, 0, 0),
'location': 'File > Import-Export',
'description': 'Import-Export as glTF 2.0',
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Expand Up @@ -23,14 +23,14 @@ def get_gltf_node_name():

def create_settings_group(name):
gltf_node_group = bpy.data.node_groups.new(name, 'ShaderNodeTree')
gltf_node_group.inputs.new("NodeSocketFloat", "Occlusion")
thicknessFactor = gltf_node_group.inputs.new("NodeSocketFloat", "Thickness")
gltf_node_group.interface.new_socket("Occlusion", socket_type="NodeSocketFloat")
thicknessFactor = gltf_node_group.interface.new_socket("Thickness", socket_type="NodeSocketFloat", )
thicknessFactor.default_value = 0.0
gltf_node_group.nodes.new('NodeGroupOutput')
gltf_node_group_input = gltf_node_group.nodes.new('NodeGroupInput')
specular = gltf_node_group.inputs.new("NodeSocketFloat", "Specular")
specular = gltf_node_group.interface.new_socket("Specular", socket_type="NodeSocketFloat")
specular.default_value = 1.0
specularColor = gltf_node_group.inputs.new("NodeSocketColor", "Specular Color")
specularColor = gltf_node_group.interface.new_socket("Specular Color", socket_type="NodeSocketColor")
specularColor.default_value = [1.0,1.0,1.0,1.0]
gltf_node_group_input.location = -200, 0
return gltf_node_group
2 changes: 1 addition & 1 deletion addons/io_scene_gltf2/blender/com/gltf2_blender_ui.py
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Expand Up @@ -532,7 +532,7 @@ class GLTF2_weight(bpy.types.PropertyGroup):

def register():
bpy.utils.register_class(NODE_OT_GLTF_SETTINGS)
bpy.types.NODE_MT_category_SH_NEW_OUTPUT.append(add_gltf_settings_to_menu)
bpy.types.NODE_MT_category_shader_output.append(add_gltf_settings_to_menu)

def variant_register():
bpy.utils.register_class(SCENE_OT_gltf2_display_variant)
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5 changes: 3 additions & 2 deletions docs/blender_docs/scene_gltf2.rst
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Expand Up @@ -327,8 +327,9 @@ In glTF, alpha blending is intended to represent physical materials that are par
the specified geometry, such as medical gauze wrap. Transmission is intended to represent physical materials
that are solid but allow non-specularly-reflected light to transmit through the material, like glass.

glTF does not offer a separate "Transmission Roughness", but the material's base roughness
can be used to blur the transmission, like frosted glass.
.. tip::

The material's base roughness can be used to blur the transmission, like frosted glass.

.. tip::

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