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authorBastien Montagne <montagne29@wanadoo.fr>2019-05-11 16:43:25 +0300
committerBastien Montagne <montagne29@wanadoo.fr>2019-05-11 16:43:25 +0300
commit1b00d422461a917623b751b3eb82ad7b522fc273 (patch)
treeb6178019e0886810d884da0cc4baf4f097a02be9 /io_scene_fbx
parent55d0ff708c617f190fd898c37f90b70a2fd6a293 (diff)
Tentative fix for T59850: FBX: wrong alpha in some material imported by Unity.
Looks like FBX also likes to make a mess with materials' behaviors... Many thanks to Thomas Chollet (@thomasch) for his help understanding how Unity handles materials' alpha when importing from FBX. Hopefully this won't break any other importer... ;)
Diffstat (limited to 'io_scene_fbx')
-rw-r--r--io_scene_fbx/__init__.py2
-rw-r--r--io_scene_fbx/export_fbx_bin.py13
2 files changed, 13 insertions, 2 deletions
diff --git a/io_scene_fbx/__init__.py b/io_scene_fbx/__init__.py
index ac76f450..693cfe7d 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, 14, 6),
+ "version": (4, 14, 7),
"blender": (2, 80, 0),
"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 055aa3e1..59fe3402 100644
--- a/io_scene_fbx/export_fbx_bin.py
+++ b/io_scene_fbx/export_fbx_bin.py
@@ -1257,7 +1257,18 @@ def fbx_data_material_elements(root, ma, scene_data):
# Not in Principled BSDF, so assuming always 0
elem_props_template_set(tmpl, props, "p_color", b"AmbientColor", ambient_color)
elem_props_template_set(tmpl, props, "p_number", b"AmbientFactor", 0.0)
- elem_props_template_set(tmpl, props, "p_color", b"TransparentColor", ma_wrap.base_color)
+ # Sweetness... Looks like we are not the only ones to not know exactly how FBX is supposed to work (see T59850).
+ # According to one of its developers, Unity uses that formula to extract alpha value:
+ #
+ # alpha = 1 - TransparencyFactor
+ # if (alpha == 1 or alpha == 0):
+ # alpha = 1 - TransparentColor.r
+ #
+ # Until further info, let's assume this is correct way to do, hence the following code for TransparentColor.
+ if ma_wrap.transmission < 1.0e-5 or ma_wrap.transmission > (1.0 - 1.0e-5):
+ elem_props_template_set(tmpl, props, "p_color", b"TransparentColor", (ma_wrap.transmission,) * 3)
+ else:
+ elem_props_template_set(tmpl, props, "p_color", b"TransparentColor", ma_wrap.base_color)
elem_props_template_set(tmpl, props, "p_number", b"TransparencyFactor", ma_wrap.transmission)
elem_props_template_set(tmpl, props, "p_number", b"Opacity", 1.0 - ma_wrap.transmission)
elem_props_template_set(tmpl, props, "p_vector_3d", b"NormalMap", (0.0, 0.0, 0.0))