Age | Commit message (Collapse) | Author |
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Reviewers: mont29
Maniphest Tasks: T68618
Differential Revision: https://developer.blender.org/D5479
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Addresses new behavior of object.to_mesh().
This is corresponding part for D4875.
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D4876
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Mainly search-and-replace approach.
Tested the enabled-by-default export/import addons. Seems to work with
an exception of X3D which is still referencing Blender Internal material
properties.
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D4866
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Much better than using Principled's Transmission setting as we did
before...
Part of T64609.
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instances.
Looks like that was skipped somehow when OBJ IO was ported to 2.8...
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Typo, thanks to Aleksi Juvani (@aleksijuvani) for finding it.
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This follows naming convention agreed on in T56648.
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Differential Revision: https://developer.blender.org/D3746
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Conversion from phong exponent to Principled BSDF is expected to be
quadratic afaik, not linear.
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This ports the already working addons. The disabled x3d, psk, lwo, 3ds,
raw, dxf addons still need to be converted.
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Based on new bpy_extras' node_shader_utils module.
Note that this is still quiet rough on the edges, not all features
previously supported (in 2.7x) are back yet (at least missing
displacement, which should not be too hard to add, and real alpha
handling, which is probably a bit more hairy).
Also, some things like specular or mirror colors, ambient lighting, etc.
do not exists in Principled BSDF shader, tried to work around it but
there likely some room for improvements here too.
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As with FBX, major changes are no support for exporting materials
anymore (since all are nodals), and no more texface at all.
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We no longer have per face image nor world ambient color.
In the future it would be nice to support the active texture for each material.
But for now at least the exporter doesn't crash.
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Applying a matrix with non-uniform negative scaling to a mesh requires
normals (face winfing) to be inverted back to their original orientation!
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This reverts rBAc553d7c0eb002a02e7, not actually sure why this change in
precision of actually written value was done.
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These values are always rounded to 4 decimal places so no need to write 6.
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Missing import of Vector...
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Blender was sharing UV's for all vertices,
while this is correct it was causing issues for Maya, 3ds Max & Unfold3D.
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This commit adds IO support for:
* -o (offset texture)
* -s (scale texture)
* -bm (bump multiplier, used a normal factor)
Note that it also fixes T46459.
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duplis...
To be backported, should we need an 'a' release.
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ke/map_ke are not official .mtl specs, but seem to be rather common extension.
map_ke was added three years ago to exporter only, this commit finishes the work
by adding ke/map_ke to importer, and ke to exporter.
NOTES:
* mtl ke is a color, while in Blender emit is only a factor, using diffuse color.
this implies there is some loss of data during import here.
* I do not have the slightest idea about the range for ke values, so for now assuming
a direct matching of Blender's emit value.
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Use new 'progress_report' util module to do both a (basic) report of I/O progression,
together with some logging/timing of main steps.
We could probably go much further, but for now it will do.
Also, using files as context manager, too!
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Own mistake in recent corrections in regarding material's ambient handling.
Also, took the oportunity to fix a bit how shadings modes are handled (previously
if read early, they could be overwritten by other later settings...).
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Fixes:
* Wrong (off-by-one) import of specular hardness (aka specular exponent in OBJ).
* Bad usage of world color when exporting ambient color (though it seems to make sense
on first look, this is bad because impossible to 'undo' on import - merging
data external to object itself).
* Bad default values for diff/spec intensity in imported materials (OBJ does not
have those, so we must assume they are 1.0).
Thanks to Luke Brookes (propuke) for finding all those glitches! :)
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MTL file.
Was a TODO actually, now we try to match better illum values with current mesh material.
Also, using mirror color as Ka instead of ambient one, when mirror is enabled in blen mat.
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Reviewers: mont29
Projects: #import_export
Differential Revision: https://developer.blender.org/D1151
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This is not a bug, in fact, but imho we do not need to compare exactness of values
up to the 6th decimal, 4th decimal should be enough, and will avoid such cases of
"over generation" of data...
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Patch by Zer0 (vince), many thanks! :)
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(Hopefully!) Logic behind normals export indices was indeed wrong when using several objects (at least, not matching vertex/uv ones).
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keep sharp edges...).
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IDs as simple values or as bitflags.
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file instead
- r3954/patch [#32914], introduced incorrect displacement map name, corrected.
- added support for reading displacement maps.
- remove checks that added alpha support for diffuce images, OBJ has alpha material settings for this.
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3 verts (even though 2 vertex faces are in fact quite common).
now export these as lines.
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