7 #include <pxr/usd/usdShade/material.h>
29 float in_horizontal_step = 300.0f,
30 float in_vertical_step = 300.0f)
82 const pxr::UsdShadeShader &usd_shader)
const;
87 const char *dest_socket_name,
98 const char *dest_socket_name,
104 const pxr::TfToken &usd_source_name,
106 const char *dest_socket_name,
124 const pxr::TfToken &usd_source_name,
126 const char *dest_socket_name,
Material * add_material(const pxr::UsdShadeMaterial &usd_material) const
void set_node_input(const pxr::UsdShadeInput &usd_input, bNode *dest_node, const char *dest_socket_name, bNodeTree *ntree, int column, NodePlacementContext *r_ctx) const
USDMaterialReader(const USDImportParams ¶ms, Main *bmain)
void convert_usd_primvar_reader_float2(const pxr::UsdShadeShader &usd_shader, const pxr::TfToken &usd_source_name, bNode *dest_node, const char *dest_socket_name, bNodeTree *ntree, int column, NodePlacementContext *r_ctx) const
void convert_usd_uv_texture(const pxr::UsdShadeShader &usd_shader, const pxr::TfToken &usd_source_name, bNode *dest_node, const char *dest_socket_name, bNodeTree *ntree, int column, NodePlacementContext *r_ctx) const
void import_usd_preview(Material *mtl, const pxr::UsdShadeShader &usd_shader) const
void follow_connection(const pxr::UsdShadeInput &usd_input, bNode *dest_node, const char *dest_socket_name, bNodeTree *ntree, int column, NodePlacementContext *r_ctx) const
void load_tex_image(const pxr::UsdShadeShader &usd_shader, bNode *tex_image) const
void set_principled_node_inputs(bNode *principled_node, bNodeTree *ntree, const pxr::UsdShadeShader &usd_shader) const
std::vector< float > column_offsets
NodePlacementContext(float in_origx, float in_origy, float in_horizontal_step=300.0f, float in_vertical_step=300.0f)
const float horizontal_step
const float vertical_step