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Use multilayer for terrain add placeholder for parallax interiors
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50 changes: 50 additions & 0 deletions
50
i_scene_cp77_gltf/material_types/window_parallax_interior_proxy.py
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import bpy | ||
import os | ||
from ..main.common import * | ||
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class windowParallaxIntProx: | ||
def __init__(self, BasePath,image_format, ProjPath): | ||
self.BasePath = BasePath | ||
self.ProjPath = ProjPath | ||
self.image_format = image_format | ||
def create(self,Data,Mat): | ||
CurMat = Mat.node_tree | ||
pBSDF=CurMat.nodes['Principled BSDF'] | ||
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# RoomAtlas | ||
if "RoomAtlas" in Data: | ||
bcolImg=imageFromRelPath(Data["RoomAtlas"],self.image_format,DepotPath=self.BasePath, ProjPath=self.ProjPath) | ||
bColNode = create_node(CurMat.nodes,"ShaderNodeTexImage", (-600,450), label="RoomAtlas", image=bcolImg) | ||
CurMat.links.new(bColNode.outputs[0],pBSDF.inputs['Base Color']) | ||
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# AtlasGridUvRatio | ||
# roomWidth | ||
if 'roomWidth' in Data: | ||
roomWidth = CreateShaderNodeValue(CurMat,Data["roomWidth"],-800, -100,"roomWidth") | ||
# roomHeight | ||
if 'roomHeight' in Data: | ||
mScale = CreateShaderNodeValue(CurMat,Data["roomHeight"],-8000, -200,"roomHeight") | ||
# roomDepth | ||
if 'roomDepth' in Data: | ||
mScale = CreateShaderNodeValue(CurMat,Data["roomDepth"],-800, -300,"roomDepth") | ||
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par=createParallaxGroup() | ||
# LightsTempVariationAtNight | ||
# AmountTurnOffAtNight | ||
# TintColorAtNight | ||
# EmissiveEV | ||
# positionXoffset | ||
# positionYoffset | ||
# AtlasDepth | ||
# scaleXrandomization | ||
# positionXrandomization | ||
# EmissiveEVRaytracingBias | ||
# EmissiveDirectionality | ||
# EnableRaytracedEmissive | ||
# ColorOverlayTexture | ||
# Curtain | ||
# CurtainDepth | ||
# CurtainMaxCover | ||
# CurtainCoverRandomize | ||
# CurtainAlpha |