Closed VascoPi closed 1 year ago
1, 2, 3, 4 Done
Changed UI label to "Linked Light" and added a description. According to the feature description from core team: "Toon light link setting: we can choose 1 light from the scene to lit its material. (RPR_MATERIAL_INPUT_LIGHT on RPR_MATERIAL_NODE_TOON_CLOSURE) now we can't set emissive object to it but only light object"
The five colors are a representation of the color ramp (discussed with RPR Maya team)
So the input to this "ramp" is the light level?
I'm a bit confused because I don't see the "shadow level" or "highlight level 2" inputs.
Here's my thoughts.
Just in the UI.
Then reorder the inputs to correspond to the order:
Shadow Color 2 -> Shadow Color Shadow color -> Mid Shadow Color Highlight Color 2 -> Highlight Color Highlight Color -> Mid Highlight Color
Added new sockets: Highlight Level -> MATERIAL_INPUT_POSITION_HIGHLIGHT Highlight Level Mix -> MATERIAL_INPUT_RANGE_HIGHLIGHT Mid Shadow Level -> MATERIAL_INPUT_POSITION_SHADOW Mid Shadow Level Mix -> MATERIAL_INPUT_RANGE_SHADOW
PURPOSE
Add all Toon Shader inputs.
EFFECT OF CHANGE
RPR Toon node UI.
Added features: Mid Color as Albedo - shows the mid color on albedo AOV instead of base color. 5 Colors - allows set additional 2 colors Shadow Color 2, Highlight Color 2. Light - light link setting: we can choose 1 light from the scene to lit its material. Transparency - make it transparent by blending toon and transparent material.
TECHNICAL STEPS
Added support for input type MaterialNodeSetInputLightDataByKey. Adjusted light.sync, now it returns rpr_light. It returns already existing rpr_light or newly created. Added new features to RPRShaderNodeToon.