From ec4ad081e564781230e3a9b31ef48f1f8fb71899 Mon Sep 17 00:00:00 2001 From: Brecht Van Lommel Date: Thu, 17 Sep 2020 15:26:52 +0200 Subject: Shaders: update OBJ and FBX for for Principled BSDF emission strength --- io_scene_fbx/export_fbx_bin.py | 4 ++-- io_scene_fbx/import_fbx.py | 10 ++++++---- 2 files changed, 8 insertions(+), 6 deletions(-) (limited to 'io_scene_fbx') 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... diff --git a/io_scene_fbx/import_fbx.py b/io_scene_fbx/import_fbx.py index 3e0b2bfd..319c4972 100644 --- a/io_scene_fbx/import_fbx.py +++ b/io_scene_fbx/import_fbx.py @@ -1457,10 +1457,9 @@ def blen_read_material(fbx_tmpl, fbx_obj, settings): # We have no metallic (a.k.a. reflection) color... # elem_props_get_color_rgb(fbx_props, b'ReflectionColor', const_color_white) ma_wrap.normalmap_strength = elem_props_get_number(fbx_props, b'BumpFactor', 1.0) - # For emission color we can take into account the factor, but only for default values, not in case of texture. - emission_factor = elem_props_get_number(fbx_props, b'EmissiveFactor', 1.0) - ma_wrap.emission_color = [c * emission_factor - for c in elem_props_get_color_rgb(fbx_props, b'EmissiveColor', const_color_black)] + # Emission strength and color + ma_wrap.emission_strength = elem_props_get_number(fbx_props, b'EmissiveFactor', 1.0) + ma_wrap.emission_color = elem_props_get_color_rgb(fbx_props, b'EmissiveColor', const_color_black) nodal_material_wrap_map[ma] = ma_wrap @@ -3151,6 +3150,9 @@ def load(operator, context, filepath="", elif lnk_type in {b'EmissiveColor'}: ma_wrap.emission_color_texture.image = image texture_mapping_set(fbx_lnk, ma_wrap.emission_color_texture) + elif lnk_type in {b'EmissiveFactor'}: + ma_wrap.emission_strength_texture.image = image + texture_mapping_set(fbx_lnk, ma_wrap.emission_strength_texture) else: print("WARNING: material link %r ignored" % lnk_type) -- cgit v1.2.3