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authorBastien Montagne <montagne29@wanadoo.fr>2018-10-16 17:35:49 +0300
committerBastien Montagne <montagne29@wanadoo.fr>2018-10-16 18:02:24 +0300
commitb3257c11365e38436a86a73cf42a300a305c33aa (patch)
tree38493e14e12d3aeacace252e52017f22ba743b31 /io_scene_fbx/__init__.py
parent0f84063c580811e14241bda234508a2622f0fcae (diff)
FBX IO: add support for exporting nodal shaders.
Getting textures to work was a bit tricky, since we basically have no more texture IDs in modern shaders (they are mere nodes). Modified specular conversion to be quadratic (between FBX Phong exponent to Pricipled specular factor). Also fixed several issues in both importers and exporters. And cleaned up ugly usage of 'mat' short name for materials in exporter (mat is reserved for matrix in Blneder code in general, 'ma' is short for material).
Diffstat (limited to 'io_scene_fbx/__init__.py')
-rw-r--r--io_scene_fbx/__init__.py2
1 files changed, 1 insertions, 1 deletions
diff --git a/io_scene_fbx/__init__.py b/io_scene_fbx/__init__.py
index d9d70441..07d8a3b2 100644
--- a/io_scene_fbx/__init__.py
+++ b/io_scene_fbx/__init__.py
@@ -21,7 +21,7 @@
bl_info = {
"name": "FBX format",
"author": "Campbell Barton, Bastien Montagne, Jens Restemeier",
- "version": (4, 11, 0),
+ "version": (4, 12, 0),
"blender": (2, 80, 0),
"location": "File > Import-Export",
"description": "FBX IO meshes, UV's, vertex colors, materials, textures, cameras, lamps and actions",