io_scene_3ds: Update for Blender 3.x #5
@ -647,8 +647,8 @@ def make_material_chunk(material, image):
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name_str = material.name if material else "None"
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if image:
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name_str += image.name
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#if image:
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# name_str += image.name
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name.add_variable("name", _3ds_string(sane_name(name_str)))
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material_chunk.add_subchunk(name)
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@ -672,6 +672,7 @@ def make_material_chunk(material, image):
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material_chunk.add_subchunk(make_percent_subchunk(MATSHIN2, wrap.specular))
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material_chunk.add_subchunk(make_percent_subchunk(MATSHIN3, wrap.metallic))
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material_chunk.add_subchunk(make_percent_subchunk(MATTRANS, 1 - wrap.alpha))
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material_chunk.add_subchunk(make_percent_subchunk(MATSELFILPCT, wrap.emission_strength))
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material_chunk.add_subchunk(shading)
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if wrap.base_color_texture:
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@ -706,13 +707,10 @@ def make_material_chunk(material, image):
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normal = [wrap.normalmap_texture]
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bump = wrap.normalmap_strength
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b_pct = min(bump, 1)
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bumpval = min(999, (bump * 100)) # 3ds max bump = 999
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strength = _3ds_chunk(MAT_BUMP_PERCENT)
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strength.add_variable("bump_pct", _3ds_ushort(int(bumpval)))
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matmap = make_material_texture_chunk(MAT_BUMPMAP, normal, b_pct)
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if matmap:
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material_chunk.add_subchunk(matmap)
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material_chunk.add_subchunk(strength)
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material_chunk.add_subchunk(make_percent_subchunk(MAT_BUMP_PERCENT, b_pct))
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if wrap.roughness_texture:
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roughness = [wrap.roughness_texture]
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@ -722,7 +720,7 @@ def make_material_chunk(material, image):
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material_chunk.add_subchunk(matmap)
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if wrap.emission_color_texture:
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e_pct = sum(wrap.emission_color[:]) * .25
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e_pct = wrap.emission_strength
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emission = [wrap.emission_color_texture]
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matmap = make_material_texture_chunk(MAT_SELFIMAP, emission, e_pct)
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if matmap:
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@ -909,8 +907,8 @@ def make_faces_chunk(tri_list, mesh, materialDict):
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context_face_array = unique_mats[ma, img][1]
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except:
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name_str = ma if ma else "None"
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if img:
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name_str += img
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#if img:
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# name_str += img
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context_face_array = _3ds_array()
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unique_mats[ma, img] = _3ds_string(sane_name(name_str)), context_face_array
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@ -1171,7 +1169,7 @@ def save(operator,
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):
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import time
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from bpy_extras.io_utils import create_derived_objects, free_derived_objects
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#from bpy_extras.io_utils import create_derived_objects, free_derived_objects
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"""Save the Blender scene to a 3ds file."""
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@ -1187,7 +1185,7 @@ def save(operator,
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scene = context.scene
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layer = context.view_layer
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#depsgraph = context.evaluated_depsgraph_get()
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depsgraph = context.evaluated_depsgraph_get()
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# Initialize the main chunk (primary):
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primary = _3ds_chunk(PRIMARY)
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@ -1235,7 +1233,9 @@ def save(operator,
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for ob in objects:
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# get derived objects
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free, derived = create_derived_objects(scene, ob)
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#free, derived = create_derived_objects(scene, ob)
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derived_dict = bpy_extras.io_utils.create_derived_objects(depsgraph, [ob])
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derived = derived_dict.get(ob)
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if derived is None:
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continue
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@ -1244,7 +1244,6 @@ def save(operator,
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if ob.type not in {'MESH', 'CURVE', 'SURFACE', 'FONT', 'META'}:
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continue
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#ob_derived_eval = ob_derived.evaluated_get(depsgraph)
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try:
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data = ob_derived.to_mesh()
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except:
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@ -1288,8 +1287,8 @@ def save(operator,
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# ob_derived_eval.to_mesh_clear()
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if free:
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free_derived_objects(ob)
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#if free:
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# free_derived_objects(ob)
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# Make material chunks for all materials used in the meshes:
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for ma_image in materialDict.values():
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