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authorBastien Montagne <montagne29@wanadoo.fr>2017-10-31 17:24:57 +0300
committerBastien Montagne <montagne29@wanadoo.fr>2017-10-31 17:24:57 +0300
commit3e29cb17a7a0964259b44e5053c7ae925d2874ec (patch)
tree1a3ab340f786d9b46be39123d434ce54d99859a3 /io_scene_fbx
parent6b065addaf31c079a842a4dbd227bae85785f4e8 (diff)
Fix T53209: FBX exporter: Add very basic diffuse-color exporting for node-based materials.
Diffstat (limited to 'io_scene_fbx')
-rw-r--r--io_scene_fbx/__init__.py2
-rw-r--r--io_scene_fbx/export_fbx_bin.py58
2 files changed, 31 insertions, 29 deletions
diff --git a/io_scene_fbx/__init__.py b/io_scene_fbx/__init__.py
index 5aa337fd..97228a74 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": (3, 8, 0),
+ "version": (3, 8, 1),
"blender": (2, 79, 1),
"location": "File > Import-Export",
"description": "FBX IO meshes, UV's, vertex colors, materials, textures, cameras, lamps and actions",
diff --git a/io_scene_fbx/export_fbx_bin.py b/io_scene_fbx/export_fbx_bin.py
index a630f86b..f9d6ceee 100644
--- a/io_scene_fbx/export_fbx_bin.py
+++ b/io_scene_fbx/export_fbx_bin.py
@@ -1203,7 +1203,7 @@ def fbx_data_mesh_elements(root, me_obj, scene_data, done_meshes):
def check_skip_material(mat):
"""Simple helper to check whether we actually support exporting that material or not"""
- return mat.type not in {'SURFACE'} or mat.use_nodes
+ return mat.type not in {'SURFACE'}
def fbx_data_material_elements(root, mat, scene_data):
@@ -1216,9 +1216,10 @@ def fbx_data_material_elements(root, mat, scene_data):
mat_key, _objs = scene_data.data_materials[mat]
skip_mat = check_skip_material(mat)
+ node_mat = mat.use_nodes
mat_type = b"Phong"
# Approximation...
- if not skip_mat and mat.specular_shader not in {'COOKTORR', 'PHONG', 'BLINN'}:
+ if not skip_mat and not node_mat and mat.specular_shader not in {'COOKTORR', 'PHONG', 'BLINN'}:
mat_type = b"Lambert"
fbx_mat = elem_data_single_int64(root, b"Material", get_fbx_uuid_from_key(mat_key))
@@ -1235,34 +1236,35 @@ def fbx_data_material_elements(root, mat, scene_data):
if not skip_mat:
elem_props_template_set(tmpl, props, "p_string", b"ShadingModel", mat_type.decode())
- elem_props_template_set(tmpl, props, "p_color", b"EmissiveColor", mat.diffuse_color)
- elem_props_template_set(tmpl, props, "p_number", b"EmissiveFactor", mat.emit)
- elem_props_template_set(tmpl, props, "p_color", b"AmbientColor", ambient_color)
- elem_props_template_set(tmpl, props, "p_number", b"AmbientFactor", mat.ambient)
elem_props_template_set(tmpl, props, "p_color", b"DiffuseColor", mat.diffuse_color)
elem_props_template_set(tmpl, props, "p_number", b"DiffuseFactor", mat.diffuse_intensity)
- elem_props_template_set(tmpl, props, "p_color", b"TransparentColor",
- mat.diffuse_color if mat.use_transparency else (1.0, 1.0, 1.0))
- elem_props_template_set(tmpl, props, "p_number", b"TransparencyFactor",
- 1.0 - mat.alpha if mat.use_transparency else 0.0)
- elem_props_template_set(tmpl, props, "p_number", b"Opacity", mat.alpha if mat.use_transparency else 1.0)
- elem_props_template_set(tmpl, props, "p_vector_3d", b"NormalMap", (0.0, 0.0, 0.0))
- # Not sure about those...
- """
- b"Bump": ((0.0, 0.0, 0.0), "p_vector_3d"),
- b"BumpFactor": (1.0, "p_double"),
- b"DisplacementColor": ((0.0, 0.0, 0.0), "p_color_rgb"),
- b"DisplacementFactor": (0.0, "p_double"),
- """
- if mat_type == b"Phong":
- elem_props_template_set(tmpl, props, "p_color", b"SpecularColor", mat.specular_color)
- elem_props_template_set(tmpl, props, "p_number", b"SpecularFactor", mat.specular_intensity / 2.0)
- # See Material template about those two!
- elem_props_template_set(tmpl, props, "p_number", b"Shininess", (mat.specular_hardness - 1.0) / 5.10)
- elem_props_template_set(tmpl, props, "p_number", b"ShininessExponent", (mat.specular_hardness - 1.0) / 5.10)
- elem_props_template_set(tmpl, props, "p_color", b"ReflectionColor", mat.mirror_color)
- elem_props_template_set(tmpl, props, "p_number", b"ReflectionFactor",
- mat.raytrace_mirror.reflect_factor if mat.raytrace_mirror.use else 0.0)
+ if not node_mat:
+ elem_props_template_set(tmpl, props, "p_color", b"EmissiveColor", mat.diffuse_color)
+ elem_props_template_set(tmpl, props, "p_number", b"EmissiveFactor", mat.emit)
+ elem_props_template_set(tmpl, props, "p_color", b"AmbientColor", ambient_color)
+ elem_props_template_set(tmpl, props, "p_number", b"AmbientFactor", mat.ambient)
+ elem_props_template_set(tmpl, props, "p_color", b"TransparentColor",
+ mat.diffuse_color if mat.use_transparency else (1.0, 1.0, 1.0))
+ elem_props_template_set(tmpl, props, "p_number", b"TransparencyFactor",
+ 1.0 - mat.alpha if mat.use_transparency else 0.0)
+ elem_props_template_set(tmpl, props, "p_number", b"Opacity", mat.alpha if mat.use_transparency else 1.0)
+ elem_props_template_set(tmpl, props, "p_vector_3d", b"NormalMap", (0.0, 0.0, 0.0))
+ # Not sure about those...
+ """
+ b"Bump": ((0.0, 0.0, 0.0), "p_vector_3d"),
+ b"BumpFactor": (1.0, "p_double"),
+ b"DisplacementColor": ((0.0, 0.0, 0.0), "p_color_rgb"),
+ b"DisplacementFactor": (0.0, "p_double"),
+ """
+ if mat_type == b"Phong":
+ elem_props_template_set(tmpl, props, "p_color", b"SpecularColor", mat.specular_color)
+ elem_props_template_set(tmpl, props, "p_number", b"SpecularFactor", mat.specular_intensity / 2.0)
+ # See Material template about those two!
+ elem_props_template_set(tmpl, props, "p_number", b"Shininess", (mat.specular_hardness - 1.0) / 5.10)
+ elem_props_template_set(tmpl, props, "p_number", b"ShininessExponent", (mat.specular_hardness - 1.0) / 5.10)
+ elem_props_template_set(tmpl, props, "p_color", b"ReflectionColor", mat.mirror_color)
+ elem_props_template_set(tmpl, props, "p_number", b"ReflectionFactor",
+ mat.raytrace_mirror.reflect_factor if mat.raytrace_mirror.use else 0.0)
elem_props_template_finalize(tmpl, props)