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Nodes · Blacksmith

PBRIngest

Blacksmithv1core

Overview

Canonicalises a relighting asset's PBR passes: takes a vendor's basecolor / normal / roughness / depth naming (Beeble’s SwitchLight, render AOVs, or already-canonical layers), linearizes what needs it, decodes packed normals, and hands BS_Relight one predictable set of layers. The preset is RECORDED, so a project opened in a year states what it assumed.

How to

How-to

  1. Wire a vendor's passes in-stream or through the six inputs; pick the preset (beeble, cg, generic).
  2. The preset records the mapping and decode (flip_normal_y, invert_roughness, depth_normalized).
  3. Feed the canonical stream into BS_Relight.

Inputs

InputWhat it takes
inthe image this node works on
basecolor—
normal—
roughness—
specular—
metallic—

Outputs

OutputType
outImage

Parameters

ParameterTypeDefaultWhat it does
presetChoicegenericWhich vendor made the passes. beeble: SwitchLight/Beeble Studio naming (Basecolor/Normal/…), sRGB basecolor linearized, packed normals decoded. cg: render AOV naming (albedo/N). generic: layers already canonical. The preset is RECORDED — a project opened in a year states what it assumed. genericbeeblecg
flip_normal_yBoolfalseDirectX-style normal maps point Y the other way. If lighting from above looks like lighting from below, flip this.
invert_roughnessBoolfalseSome tools ship gloss (white = shiny). This turns it back into roughness (white = rough).
depth_normalizedBooltrueThe depth pass is 0..1 normalized rather than scene units. Recorded so nothing silently mixes the two.
disabledBoolfalseBypass: the node passes its first input through untouched (D in the graph). The knobs keep their values for when it comes back.
labelTextA note shown under the node in the graph — what this node is FOR. Never affects the render or the cache.
hide_inputBoolfalseDraw the node without its input wire — a tidy graph for a node whose source is obvious (a Dot, a viewer tap).