From 4d6fe4c3a9f1a0051a83ce6afe2f3551b20a2718 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Lo=C3=AFc=20Vital?= Date: Mon, 19 Jun 2023 11:25:59 +0200 Subject: [PATCH] [blender] preview: use Holdout instead of TransparentBSDF for wireframe occlusions --- meshroom/nodes/blender/scripts/preview.py | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/meshroom/nodes/blender/scripts/preview.py b/meshroom/nodes/blender/scripts/preview.py index e35a2aef96..a54f22c566 100644 --- a/meshroom/nodes/blender/scripts/preview.py +++ b/meshroom/nodes/blender/scripts/preview.py @@ -199,15 +199,15 @@ def setupWireframeShading(mesh, color): # Emission node nodeEmission = material.node_tree.nodes.new(type='ShaderNodeEmission') nodeEmission.inputs['Color'].default_value = color - # Transparent BSDF node - nodeTransparent = material.node_tree.nodes.new(type='ShaderNodeBsdfTransparent') + # Holdout node + nodeHoldout = material.node_tree.nodes.new(type='ShaderNodeHoldout') # Max Shader node nodeMix = material.node_tree.nodes.new(type='ShaderNodeMixShader') # Retrieve ouput node nodeOutput = material.node_tree.nodes['Material Output'] # Connect nodes material.node_tree.links.new(nodeWireframe.outputs['Fac'], nodeMix.inputs['Fac']) - material.node_tree.links.new(nodeTransparent.outputs['BSDF'], nodeMix.inputs[1]) + material.node_tree.links.new(nodeHoldout.outputs['Holdout'], nodeMix.inputs[1]) material.node_tree.links.new(nodeEmission.outputs['Emission'], nodeMix.inputs[2]) material.node_tree.links.new(nodeMix.outputs['Shader'], nodeOutput.inputs['Surface']) # Apply material to mesh