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Diffstat (limited to 'io_scene_fbx/export_fbx_bin.py')
-rw-r--r--io_scene_fbx/export_fbx_bin.py4
1 files changed, 2 insertions, 2 deletions
diff --git a/io_scene_fbx/export_fbx_bin.py b/io_scene_fbx/export_fbx_bin.py
index 1c43180d..65a5b8f1 100644
--- a/io_scene_fbx/export_fbx_bin.py
+++ b/io_scene_fbx/export_fbx_bin.py
@@ -1309,7 +1309,7 @@ def fbx_data_material_elements(root, ma, scene_data):
elem_props_template_set(tmpl, props, "p_number", b"DiffuseFactor", 1.0)
# Principled BSDF only has an emissive color, so we assume factor to be always 1.0.
elem_props_template_set(tmpl, props, "p_color", b"EmissiveColor", ma_wrap.emission_color)
- elem_props_template_set(tmpl, props, "p_number", b"EmissiveFactor", 1.0)
+ elem_props_template_set(tmpl, props, "p_number", b"EmissiveFactor", ma_wrap.emission_strength)
# 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)
@@ -1808,7 +1808,7 @@ PRINCIPLED_TEXTURE_SOCKETS_TO_FBX = (
("base_color_texture", b"DiffuseColor"),
("alpha_texture", b"TransparencyFactor"), # Will be inverted in fact, not much we can do really...
# ("base_color_texture", b"TransparentColor"), # Uses diffuse color in Blender!
- # ("emit", "emit", b"EmissiveFactor"),
+ ("emission_strength_texture", b"EmissiveFactor"),
("emission_color_texture", b"EmissiveColor"),
# ("ambient", "ambient", b"AmbientFactor"),
# ("", "", b"AmbientColor"), # World stuff in Blender, for now ignore...