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source/blender/io/wavefront_obj/importer/obj_import_mtl.cc
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| } | } | ||||
| ShaderNodetreeWrap::ShaderNodetreeWrap(Main *bmain, | ShaderNodetreeWrap::ShaderNodetreeWrap(Main *bmain, | ||||
| const MTLMaterial &mtl_mat, | const MTLMaterial &mtl_mat, | ||||
| Material *mat, | Material *mat, | ||||
| bool relative_paths) | bool relative_paths) | ||||
| : mtl_mat_(mtl_mat) | : mtl_mat_(mtl_mat) | ||||
| { | { | ||||
| nodetree_.reset(ntreeAddTree(nullptr, "Shader Nodetree", ntreeType_Shader->idname)); | nodetree_.reset( | ||||
| ntreeAddTreeEmbedded(nullptr, &mat->id, "Shader Nodetree", ntreeType_Shader->idname)); | |||||
| bsdf_ = add_node_to_tree(SH_NODE_BSDF_PRINCIPLED); | bsdf_ = add_node_to_tree(SH_NODE_BSDF_PRINCIPLED); | ||||
| shader_output_ = add_node_to_tree(SH_NODE_OUTPUT_MATERIAL); | shader_output_ = add_node_to_tree(SH_NODE_OUTPUT_MATERIAL); | ||||
| set_bsdf_socket_values(mat); | set_bsdf_socket_values(mat); | ||||
| add_image_textures(bmain, mat, relative_paths); | add_image_textures(bmain, mat, relative_paths); | ||||
| link_sockets(bsdf_, "BSDF", shader_output_, "Surface", 4); | link_sockets(bsdf_, "BSDF", shader_output_, "Surface", 4); | ||||
| nodeSetActive(nodetree_.get(), shader_output_); | nodeSetActive(nodetree_.get(), shader_output_); | ||||
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