tree_style 新增 apple(SpeedTree Red Delicious,4475 tris,alpha 抠图叶片 + 法线贴图)和 fattree(低面数卡通树,2238 tris,实体几何)。 高度改为按模型自身包围盒归一化到目标高度,树根落在 z=0,不再用魔数; 每棵树按序号做确定性抖动(缩放 ±14%、黄金角偏航、±3° 倾斜), tree_row 采样高度全部相同,不抖动就是同一棵树盖章 156 次。 移除 polyhaven 样式和 island_tree_01 资产(76MB)+ ingest_tree.py: 该样式 append 的 *_LOD1 并不是完整的树,枝干只有 0.41 单位高,叶片是 挂在原点下方的平面簇,本是给源文件几何节点散布用的碎片。 Cesium 侧修三处: - make_export_material 把 Alpha 恒定写死为 1.0,叶片卡片整块导出,而 SpeedTree 图集抠掉的区域是纯黑,在 Cesium 里就是黑色色块。 - Blender 4.2 起 glTF 导出不再读 blend_method(仍可写但已失效,写 CLIP 读回来是 HASHED),改为从节点树推断 alpha 模式,alpha 直连 BSDF 会落到 BLEND。新增 materials.link_alpha_clip() 构造导出器识别的 1 - (alpha < cutoff) 结构,得到 alphaMode=MASK。 - 新增 alpha_dilated_image():把不透明像素颜色向抠图区域外扩 8 圈, 避免 mipmap 把黑色平均进叶缘。叶缘相邻的纯黑像素 10.3% → 0.6%。 另修两个既有 bug: - 材质槽在 mesh 上,181 棵树共享一个 datablock,第一棵替换后其余会把结果 再包一层,产生 Cesium Cesium Cesium... 的材质名;烘焙图缓存按材质名索引, 每轮再嵌一份同样的贴图。GLB 22.46MB → 20.76MB,materials 270 → 23。 - shrub_02 从 glTF 带进来一个 Math 节点接在 Alpha 上,但其 JPEG 贴图 alpha 全是 1.0,只判断「连了 Alpha」会误判为抠图材质。 模型资产为第三方素材,已 gitignore,缺失时回落到 natural; 来源见 assets/models/SOURCES.md。 Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
219 lines
9.3 KiB
Python
219 lines
9.3 KiB
Python
"""Blender material construction.
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Requires `bpy`; only runs inside Blender. The catalog (`osmassets.catalog`)
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declares *what* a material is, this module builds it — that split is what keeps
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the catalog importable by plain Python, and by anything else that wants to read
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the scene's material definitions without launching Blender.
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"""
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import os
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import bpy
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TEXTURE_ROOT = os.path.abspath(os.path.join(
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os.path.dirname(os.path.abspath(__file__)), "..", "..",
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"assets", "textures", "polyhaven"
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))
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def principled_bsdf(material):
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if not material.use_nodes:
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return None
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for node in material.node_tree.nodes:
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if node.type == "BSDF_PRINCIPLED":
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return node
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return None
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def make_material(name, color, roughness=0.8, metallic=0.0):
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material = bpy.data.materials.get(name) or bpy.data.materials.new(name)
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material.diffuse_color = (*color, 1.0)
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material.use_nodes = True
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bsdf = principled_bsdf(material)
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if bsdf:
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bsdf.inputs["Base Color"].default_value = (*color, 1.0)
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bsdf.inputs["Roughness"].default_value = roughness
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bsdf.inputs["Metallic"].default_value = metallic
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return material
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def add_procedural_surface(material, colors, scale=2.0, detail=2.0, bump_strength=0.08,
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object_space=False):
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nodes = material.node_tree.nodes
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links = material.node_tree.links
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bsdf = principled_bsdf(material)
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if not bsdf:
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return
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noise = nodes.new("ShaderNodeTexNoise")
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noise.inputs["Scale"].default_value = scale
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noise.inputs["Detail"].default_value = detail
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noise.inputs["Roughness"].default_value = 0.65
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texcoord = nodes.new("ShaderNodeTexCoord")
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ramp = nodes.new("ShaderNodeValToRGB")
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ramp.color_ramp.elements[0].color = (*colors[0], 1.0)
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ramp.color_ramp.elements[1].color = (*colors[1], 1.0)
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bump = nodes.new("ShaderNodeBump")
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bump.inputs["Strength"].default_value = bump_strength
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bump.inputs["Distance"].default_value = 0.12
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# "Generated" normalises across the object bounding box, so on a mesh that
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# spans the whole scene the noise stretches to tens of metres and vanishes.
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# Object space keeps the scale in metres, which is what foliage needs.
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source = "Object" if object_space else "Generated"
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links.new(texcoord.outputs[source], noise.inputs["Vector"])
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links.new(noise.outputs["Fac"], ramp.inputs["Fac"])
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links.new(ramp.outputs["Color"], bsdf.inputs["Base Color"])
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links.new(noise.outputs["Fac"], bump.inputs["Height"])
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links.new(bump.outputs["Normal"], bsdf.inputs["Normal"])
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def tint_base_color(material, tint, factor):
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"""Mix an existing material's base colour toward `tint`.
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Imported assets arrive with their own diffuse texture wired up. Rather than
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replacing it — which throws away the leaf detail — this splices a mix node
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in front of the Base Color input so the texture survives at (1 - factor).
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"""
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if factor <= 0.0 or not material.use_nodes:
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return
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bsdf = principled_bsdf(material)
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if not bsdf:
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return
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nodes = material.node_tree.nodes
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links = material.node_tree.links
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base = bsdf.inputs["Base Color"]
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tint_node = nodes.new("ShaderNodeRGB")
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tint_node.outputs["Color"].default_value = (*tint, 1.0)
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mix = nodes.new("ShaderNodeMixRGB")
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mix.blend_type = "MIX"
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mix.inputs["Fac"].default_value = factor
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if base.is_linked:
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# Capture the upstream socket before relinking; Blender drops the old
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# link as soon as the input takes a new one.
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links.new(base.links[0].from_socket, mix.inputs[1])
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else:
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mix.inputs[1].default_value = base.default_value
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links.new(tint_node.outputs["Color"], mix.inputs[2])
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links.new(mix.outputs["Color"], base)
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def make_textured_material(name, diffuse_file, normal_file, roughness,
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scale, normal_is_bump=False, metallic=0.0,
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tint=None, tint_factor=0.0):
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diffuse_path = os.path.join(TEXTURE_ROOT, diffuse_file)
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normal_path = os.path.join(TEXTURE_ROOT, normal_file)
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if not os.path.exists(diffuse_path) or not os.path.exists(normal_path):
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return make_material(name, (0.5, 0.5, 0.5), roughness, metallic)
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material = make_material(name, (0.5, 0.5, 0.5), roughness, metallic)
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nodes = material.node_tree.nodes
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links = material.node_tree.links
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bsdf = principled_bsdf(material)
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if not bsdf:
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return material
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texcoord = nodes.new("ShaderNodeTexCoord")
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mapping = nodes.new("ShaderNodeMapping")
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mapping.inputs["Scale"].default_value = (scale, scale, scale)
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diffuse = nodes.new("ShaderNodeTexImage")
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diffuse.image = bpy.data.images.load(diffuse_path, check_existing=True)
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diffuse.extension = "REPEAT"
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normal = nodes.new("ShaderNodeTexImage")
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normal.image = bpy.data.images.load(normal_path, check_existing=True)
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normal.image.colorspace_settings.name = "Non-Color"
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normal.extension = "REPEAT"
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links.new(texcoord.outputs["Generated"], mapping.inputs["Vector"])
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links.new(mapping.outputs["Vector"], diffuse.inputs["Vector"])
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links.new(mapping.outputs["Vector"], normal.inputs["Vector"])
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if tint and tint_factor > 0.0:
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tint_node = nodes.new("ShaderNodeRGB")
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tint_node.outputs["Color"].default_value = (*tint, 1.0)
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mix = nodes.new("ShaderNodeMixRGB")
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mix.blend_type = "MIX"
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mix.inputs["Fac"].default_value = tint_factor
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links.new(diffuse.outputs["Color"], mix.inputs[1])
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links.new(tint_node.outputs["Color"], mix.inputs[2])
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links.new(mix.outputs["Color"], bsdf.inputs["Base Color"])
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else:
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links.new(diffuse.outputs["Color"], bsdf.inputs["Base Color"])
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if normal_is_bump:
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bump = nodes.new("ShaderNodeBump")
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bump.inputs["Strength"].default_value = 0.22
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bump.inputs["Distance"].default_value = 0.12
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links.new(normal.outputs["Color"], bump.inputs["Height"])
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links.new(bump.outputs["Normal"], bsdf.inputs["Normal"])
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else:
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normal_map = nodes.new("ShaderNodeNormalMap")
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normal_map.inputs["Strength"].default_value = 0.52
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links.new(normal.outputs["Color"], normal_map.inputs["Color"])
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links.new(normal_map.outputs["Normal"], bsdf.inputs["Normal"])
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return material
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def link_alpha_clip(material, alpha_output, bsdf, cutoff=0.5):
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"""Wire a texture's alpha into `bsdf` as a hard cut-out.
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The obvious wiring — alpha straight into the Alpha socket — is wrong for
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anything destined for glTF. Blender 4.2 stopped deriving a material's
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alpha mode from `blend_method` (still writable, now a no-op: setting 'CLIP'
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reads back 'HASHED') and made the exporter infer it from the node tree
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instead. It recognises exactly a few shapes; a bare link is not one of
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them, and falls through to alphaMode=BLEND. Foliage exported as BLEND
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makes Cesium depth-sort thousands of leaf quads it cannot order correctly.
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So build the shape the exporter looks for — `1 - (alpha < cutoff)` — which
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it reads back as alphaMode=MASK with this cutoff. EEVEE gets the same
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thing for free: alpha is 0 or 1 by the time it reaches the BSDF, so the
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viewport shows the crisp cut-out Cesium will, not a dithered approximation.
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See the exporter's `detect_alpha_clip` in
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scripts/addons_core/io_scene_gltf2/blender/exp/material/search_node_tree.py.
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"""
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nodes = material.node_tree.nodes
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links = material.node_tree.links
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less_than = nodes.new("ShaderNodeMath")
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less_than.operation = "LESS_THAN"
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less_than.location = (-60, 320)
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less_than.inputs[1].default_value = cutoff
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invert = nodes.new("ShaderNodeMath")
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invert.operation = "SUBTRACT"
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invert.location = (110, 320)
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invert.inputs[0].default_value = 1.0
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links.new(alpha_output, less_than.inputs[0])
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links.new(less_than.outputs["Value"], invert.inputs[1])
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links.new(invert.outputs["Value"], bsdf.inputs["Alpha"])
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# EEVEE Next takes its cut-out handling from surface_render_method, not
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# from blend_method. 'DITHERED' still casts a leaf-shaped shadow;
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# 'BLENDED' does not.
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material.surface_render_method = "DITHERED"
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material.alpha_threshold = cutoff
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# Leaf cards are single-sided quads seen from both sides; culling
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# backfaces would empty out half of every crown.
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material.use_backface_culling = False
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def from_spec(spec):
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"""Build a material from a `catalog.MATERIALS` entry."""
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if spec["kind"] == "textured":
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return make_textured_material(
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spec["name"], spec["diffuse"], spec["normal"],
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roughness=spec.get("roughness", 0.8), scale=spec["scale"],
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normal_is_bump=spec.get("normal_is_bump", False),
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metallic=spec.get("metallic", 0.0),
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tint=spec.get("tint"), tint_factor=spec.get("tint_factor", 0.0))
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material = make_material(spec["name"], spec["color"],
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spec.get("roughness", 0.8),
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spec.get("metallic", 0.0))
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procedural = spec.get("procedural")
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if procedural:
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add_procedural_surface(material, procedural["colors"],
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scale=procedural["scale"],
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detail=procedural["detail"],
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bump_strength=procedural["bump_strength"],
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object_space=procedural.get("object_space", False))
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return material
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