io_scene_3ds: Added spotlight aspect and projector #104813
@ -1557,7 +1557,7 @@ def save(operator, context, filepath="", scale_factor=1.0, apply_unit=False, use
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curtime = scene.frame_current
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curtime = scene.frame_current
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kfdata = make_kfdata(revision, start, stop, curtime)
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kfdata = make_kfdata(revision, start, stop, curtime)
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# Add AMBIENT, BACKGROUND, BITMAP and LAYER_FOG
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# Add AMBIENT, BACKGROUND and BITMAP
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if world is not None and 'WORLD' in object_filter:
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if world is not None and 'WORLD' in object_filter:
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ambient_chunk = _3ds_chunk(AMBIENTLIGHT)
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ambient_chunk = _3ds_chunk(AMBIENTLIGHT)
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ambient_light = _3ds_chunk(RGB)
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ambient_light = _3ds_chunk(RGB)
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@ -1583,6 +1583,8 @@ def save(operator, context, filepath="", scale_factor=1.0, apply_unit=False, use
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object_info.add_subchunk(background_image)
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object_info.add_subchunk(background_image)
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object_info.add_subchunk(background_chunk)
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object_info.add_subchunk(background_chunk)
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object_info.add_subchunk(background_flag)
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object_info.add_subchunk(background_flag)
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# Add LAYER_FOG settings
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fogshader = next((lk.from_socket.node for lk in ntree if lk.from_socket.identifier and lk.to_socket.identifier == 'Volume'), False)
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fogshader = next((lk.from_socket.node for lk in ntree if lk.from_socket.identifier and lk.to_socket.identifier == 'Volume'), False)
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if fogshader:
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if fogshader:
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fogflag = 0
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fogflag = 0
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@ -1593,10 +1595,10 @@ def save(operator, context, filepath="", scale_factor=1.0, apply_unit=False, use
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fog_chunk = _3ds_chunk(LAYER_FOG)
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fog_chunk = _3ds_chunk(LAYER_FOG)
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fog_color_chunk = _3ds_chunk(RGB)
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fog_color_chunk = _3ds_chunk(RGB)
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use_fog_flag = _3ds_chunk(USE_LAYER_FOG)
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use_fog_flag = _3ds_chunk(USE_LAYER_FOG)
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fog_color_chunk.add_variable("color", _3ds_float_color(fogshader.inputs[0].default_value[:3]))
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fog_color_chunk.add_variable("color", _3ds_float_color(fogshader.inputs['Color'].default_value[:3]))
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fog_chunk.add_variable("lowZ", _3ds_float(world.mist_settings.start))
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fog_chunk.add_variable("lowZ", _3ds_float(world.mist_settings.start))
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fog_chunk.add_variable("highZ", _3ds_float(world.mist_settings.depth))
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fog_chunk.add_variable("highZ", _3ds_float(world.mist_settings.depth))
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fog_chunk.add_variable("density", _3ds_float(fogshader.inputs[1].default_value))
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fog_chunk.add_variable("density", _3ds_float(fogshader.inputs['Density'].default_value))
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fog_chunk.add_variable("flags", _3ds_uint(fogflag))
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fog_chunk.add_variable("flags", _3ds_uint(fogflag))
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fog_chunk.add_subchunk(fog_color_chunk)
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fog_chunk.add_subchunk(fog_color_chunk)
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object_info.add_subchunk(fog_chunk)
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object_info.add_subchunk(fog_chunk)
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