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author | Julien Duroure <julien.duroure@gmail.com> | 2019-01-03 01:07:50 +0300 |
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committer | Julien Duroure <julien.duroure@gmail.com> | 2019-01-03 01:07:50 +0300 |
commit | 521ce78a7293a1d0d91969973d5c758a9f8c9b93 (patch) | |
tree | a64c4b3ee093837cc70eac45c58e3b1615c83020 | |
parent | 8e2f670bc2fe42b98f4c425ee8a5839f0227f2cc (diff) |
glTF importer: fix default emissive factor default
* Emissive factor default is 0.0 / 0.0 / 0.0
* Enhancement: change 3 maths node by a MixRGBNode (multiply mode)
-rwxr-xr-x | io_scene_gltf2/blender/imp/gltf2_blender_map_emissive.py | 43 |
1 files changed, 14 insertions, 29 deletions
diff --git a/io_scene_gltf2/blender/imp/gltf2_blender_map_emissive.py b/io_scene_gltf2/blender/imp/gltf2_blender_map_emissive.py index c3d0cb22..22af5ccb 100755 --- a/io_scene_gltf2/blender/imp/gltf2_blender_map_emissive.py +++ b/io_scene_gltf2/blender/imp/gltf2_blender_map_emissive.py @@ -40,7 +40,8 @@ class BlenderEmissiveMap(): # check if there is some emssive_factor on material if pymaterial.emissive_factor is None: - pymaterial.emissive_factor = [1.0, 1.0, 1.0] + # Default in glTF specification is 0/0/0 --> No emission + pymaterial.emissive_factor = [0.0, 0.0, 0.0] # retrieve principled node and output node principled = get_preoutput_node_output(node_tree) @@ -50,10 +51,16 @@ class BlenderEmissiveMap(): emit = node_tree.nodes.new('ShaderNodeEmission') emit.location = 0, 1000 if pymaterial.emissive_factor != [1.0, 1.0, 1.0]: - separate = node_tree.nodes.new('ShaderNodeSeparateRGB') - separate.location = -750, 1000 - combine = node_tree.nodes.new('ShaderNodeCombineRGB') - combine.location = -250, 1000 + mult_node = node_tree.nodes.new('ShaderNodeMixRGB') + mult_node.blend_type = 'MULTIPLY' + mult_node.inputs['Fac'].default_value = 1.0 + mult_node.location = -500, 1000 + mult_node.inputs['Color2'].default_value = [ + pymaterial.emissive_factor[0], + pymaterial.emissive_factor[1], + pymaterial.emissive_factor[2], + 1.0, + ] mapping = node_tree.nodes.new('ShaderNodeMapping') mapping.location = -1500, 1000 uvmap = node_tree.nodes.new('ShaderNodeUVMap') @@ -72,34 +79,12 @@ class BlenderEmissiveMap(): add = node_tree.nodes.new('ShaderNodeAddShader') add.location = 500, 500 - if pymaterial.emissive_factor != [1.0, 1.0, 1.0]: - math_R = node_tree.nodes.new('ShaderNodeMath') - math_R.location = -500, 1500 - math_R.operation = 'MULTIPLY' - math_R.inputs[1].default_value = pymaterial.emissive_factor[0] - - math_G = node_tree.nodes.new('ShaderNodeMath') - math_G.location = -500, 1250 - math_G.operation = 'MULTIPLY' - math_G.inputs[1].default_value = pymaterial.emissive_factor[1] - - math_B = node_tree.nodes.new('ShaderNodeMath') - math_B.location = -500, 1000 - math_B.operation = 'MULTIPLY' - math_B.inputs[1].default_value = pymaterial.emissive_factor[2] - # create links node_tree.links.new(mapping.inputs[0], uvmap.outputs[0]) node_tree.links.new(text.inputs[0], mapping.outputs[0]) if pymaterial.emissive_factor != [1.0, 1.0, 1.0]: - node_tree.links.new(separate.inputs[0], text.outputs[0]) - node_tree.links.new(math_R.inputs[0], separate.outputs[0]) - node_tree.links.new(math_G.inputs[0], separate.outputs[1]) - node_tree.links.new(math_B.inputs[0], separate.outputs[2]) - node_tree.links.new(combine.inputs[0], math_R.outputs[0]) - node_tree.links.new(combine.inputs[1], math_G.outputs[0]) - node_tree.links.new(combine.inputs[2], math_B.outputs[0]) - node_tree.links.new(emit.inputs[0], combine.outputs[0]) + node_tree.links.new(mult_node.inputs[1], text.outputs[0]) + node_tree.links.new(emit.inputs[0], mult_node.outputs[0]) else: node_tree.links.new(emit.inputs[0], text.outputs[0]) |