io_scene_3ds: Update for Principled BSDF specularity #104917
@ -766,7 +766,7 @@ def make_material_chunk(material, image):
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mtype = 'MIX', 'MIX_RGB'
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mtype = 'MIX', 'MIX_RGB'
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lks = material.node_tree.links
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lks = material.node_tree.links
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pct = next((lk.from_node.inputs[0].default_value for lk in lks if lk.from_node.type in mtype and lk.to_node.type == 'BSDF_PRINCIPLED'), 0.5)
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pct = next((lk.from_node.inputs[0].default_value for lk in lks if lk.from_node.type in mtype and lk.to_node.type == 'BSDF_PRINCIPLED'), 0.5)
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for link in mtlks:
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for link in lks:
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mix_primary = link.from_node if link.from_node.type == 'TEX_IMAGE' and link.to_node.type in mtype else False
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mix_primary = link.from_node if link.from_node.type == 'TEX_IMAGE' and link.to_node.type in mtype else False
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mix_secondary = link.from_node if link.from_node.type == 'TEX_IMAGE' and link.to_socket.identifier in {'Color1', 'A_Color'} else False
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mix_secondary = link.from_node if link.from_node.type == 'TEX_IMAGE' and link.to_socket.identifier in {'Color1', 'A_Color'} else False
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if mix_secondary:
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if mix_secondary:
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