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-rw-r--r--io_scene_obj/__init__.py2
-rw-r--r--io_scene_obj/import_obj.py2
2 files changed, 2 insertions, 2 deletions
diff --git a/io_scene_obj/__init__.py b/io_scene_obj/__init__.py
index ab977ca9..e3d3d830 100644
--- a/io_scene_obj/__init__.py
+++ b/io_scene_obj/__init__.py
@@ -21,7 +21,7 @@
bl_info = {
"name": "Wavefront OBJ format",
"author": "Campbell Barton, Bastien Montagne",
- "version": (3, 4, 2),
+ "version": (3, 4, 3),
"blender": (2, 80, 0),
"location": "File > Import-Export",
"description": "Import-Export OBJ, Import OBJ mesh, UV's, materials and textures",
diff --git a/io_scene_obj/import_obj.py b/io_scene_obj/import_obj.py
index cb18f911..c1b91e31 100644
--- a/io_scene_obj/import_obj.py
+++ b/io_scene_obj/import_obj.py
@@ -227,7 +227,7 @@ def create_materials(filepath, relpath,
# TODO: Find a way to guesstimate best value from diffuse color...
# IDEA: Use standard deviation of both spec and diff colors (i.e. how far away they are
# from some grey), and apply the the proportion between those two as tint factor?
- # ~ spec = sum(spec_color) / 3.0
+ spec = sum(spec_color) / 3.0
# ~ spec_var = math.sqrt(sum((c - spec) ** 2 for c in spec_color) / 3.0)
# ~ diff = sum(context_mat_wrap.base_color) / 3.0
# ~ diff_var = math.sqrt(sum((c - diff) ** 2 for c in context_mat_wrap.base_color) / 3.0)