diff --git a/io_scene_3ds/__init__.py b/io_scene_3ds/__init__.py index 3f4e65421..c9d20b13f 100644 --- a/io_scene_3ds/__init__.py +++ b/io_scene_3ds/__init__.py @@ -18,7 +18,7 @@ import bpy bl_info = { "name": "Autodesk 3DS format", "author": "Bob Holcomb, Campbell Barton, Sebastian Schrand", - "version": (2, 4, 7), + "version": (2, 4, 8), "blender": (4, 0, 0), "location": "File > Import-Export", "description": "3DS Import/Export meshes, UVs, materials, textures, " diff --git a/io_scene_3ds/export_3ds.py b/io_scene_3ds/export_3ds.py index bc543216c..a19d57b30 100644 --- a/io_scene_3ds/export_3ds.py +++ b/io_scene_3ds/export_3ds.py @@ -620,7 +620,7 @@ def make_material_texture_chunk(chunk_id, texslots, pct): if socket == 'Alpha': mapflags |= 0x40 - if texslot.socket_dst.identifier in {'Base Color', 'Specular IOR Level'}: + if texslot.socket_dst.identifier in {'Base Color', 'Specular Tint'}: mapflags |= 0x80 if image.colorspace_settings.name == 'Non-Color' else 0x200 mat_sub_mapflags.add_variable("mapflags", _3ds_ushort(mapflags)) @@ -650,11 +650,11 @@ def make_material_texture_chunk(chunk_id, texslots, pct): mat_sub_angle.add_variable("mapangle", _3ds_float(round(texslot.rotation[2], 6))) mat_sub.add_subchunk(mat_sub_angle) - if texslot.socket_dst.identifier in {'Base Color', 'Specular IOR Level'}: + if texslot.socket_dst.identifier in {'Base Color', 'Specular Tint'}: rgb = _3ds_chunk(MAP_COL1) # Add tint color base = texslot.owner_shader.material.diffuse_color[:3] spec = texslot.owner_shader.material.specular_color[:] - rgb.add_variable("mapcolor", _3ds_rgb_color(spec if texslot.socket_dst.identifier == 'Specular IOR Level' else base)) + rgb.add_variable("mapcolor", _3ds_rgb_color(spec if texslot.socket_dst.identifier == 'Specular Tint' else base)) mat_sub.add_subchunk(rgb) # Store all textures for this mapto in order. This at least is what the @@ -724,8 +724,8 @@ def make_material_chunk(material, image): material_chunk.add_subchunk(make_texture_chunk(MAT_DIFFUSEMAP, mxtex, mxpct)) primary_tex = True - if wrap.specular_texture: - spec = [wrap.specular_texture] + if wrap.specular_tint_texture: + spec = [wrap.specular_tint_texture] s_pct = material.specular_intensity matmap = make_material_texture_chunk(MAT_SPECMAP, spec, s_pct) if matmap: diff --git a/io_scene_3ds/import_3ds.py b/io_scene_3ds/import_3ds.py index 16964fb00..5ad730567 100644 --- a/io_scene_3ds/import_3ds.py +++ b/io_scene_3ds/import_3ds.py @@ -264,7 +264,7 @@ def add_texture_to_material(image, contextWrapper, pct, extend, alpha, scale, of links.new(img_wrap.node_image.outputs['Color'], mixer.inputs[2]) links.new(mixer.outputs['Color'], shader.inputs['Base Color']) elif mapto == 'SPECULARITY': - img_wrap = contextWrapper.specular_texture + img_wrap = contextWrapper.specular_tint_texture elif mapto == 'ALPHA': shader.location = (0, -300) img_wrap = contextWrapper.alpha_texture