io_scene_3ds: Added ambient light color #104519

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Sebastian Sille merged 2 commits from nrgsille-io_scene_3ds into main 2023-04-02 14:29:06 +02:00
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@ -87,10 +87,12 @@ MAP_RCOL = 0xA364 # Red tint
MAP_GCOL = 0xA366 # Green tint
MAP_BCOL = 0xA368 # Blue tint
RGB = 0x0010 # RGB float
RGB1 = 0x0011 # RGB Color1
RGB2 = 0x0012 # RGB Color2
RGB = 0x0010 # RGB float Color1
RGB1 = 0x0011 # RGB int Color1
RGBI = 0x0012 # RGB int Color2
RGBF = 0x0013 # RGB float Color2
PCT = 0x0030 # Percent chunk
PCTF = 0x0031 # Percent float
MASTERSCALE = 0x0100 # Master scale factor
# >------ sub defines of OBJECT
@ -518,7 +520,7 @@ def make_material_subchunk(chunk_id, color):
col1.add_variable("color1", _3ds_rgb_color(color))
mat_sub.add_subchunk(col1)
# optional:
#col2 = _3ds_chunk(RGB1)
#col2 = _3ds_chunk(RGBI)
#col2.add_variable("color2", _3ds_rgb_color(color))
# mat_sub.add_subchunk(col2)
return mat_sub
@ -716,7 +718,7 @@ def make_material_chunk(material, image):
if wrap.roughness_texture:
roughness = [wrap.roughness_texture]
r_pct = material.roughness
r_pct = 1 - material.roughness
matmap = make_material_texture_chunk(MAT_SHINMAP, roughness, r_pct)
if matmap:
material_chunk.add_subchunk(matmap)