io_scene_3ds: Moved specular color texture to specular tint #104918
@ -1578,11 +1578,12 @@ def save(operator, context, filepath="", scale_factor=1.0, use_scene_unit=False,
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background_color_chunk = _3ds_chunk(RGB)
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background_color_chunk = _3ds_chunk(RGB)
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background_chunk = _3ds_chunk(SOLIDBACKGND)
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background_chunk = _3ds_chunk(SOLIDBACKGND)
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background_flag = _3ds_chunk(USE_SOLIDBGND)
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background_flag = _3ds_chunk(USE_SOLIDBGND)
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bgshader = 'ADD_SHADER', 'MIX_SHADER', 'OUTPUT_WORLD'
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bgtype = 'BACKGROUND'
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bgtexture = 'TEX_IMAGE', 'TEX_ENVIRONMENT'
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bgshade = 'ADD_SHADER', 'MIX_SHADER', 'OUTPUT_WORLD'
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acol, bcol = 'EMISSION', 'BACKGROUND'
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bg_tex = 'TEX_IMAGE', 'TEX_ENVIRONMENT'
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bg_color = next((lk.from_node.inputs[0].default_value[:3] for lk in ntree if lk.from_node.type == bcol and lk.to_node.type in bgshader), world.color)
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bg_color = next((lk.from_node.inputs[0].default_value[:3] for lk in ntree if lk.from_node.type == bgtype and lk.to_node.type in bgshade), world.color)
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bg_image = next((lk.from_node.image.name for lk in ntree if lk.from_node.type in bgtexture and lk.to_node.type in {acol, bcol}), False)
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bg_mixer = next((lk.from_node.type for lk in ntree if lk.from_node.type in {'MIX', 'MIX_RGB'} and lk.to_node.type == bgtype), bgtype)
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bg_image = next((lk.from_node.image.name for lk in ntree if lk.from_node.type in bg_tex and lk.to_node.type == bg_mixer), False)
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background_color_chunk.add_variable("color", _3ds_float_color(bg_color))
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background_color_chunk.add_variable("color", _3ds_float_color(bg_color))
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background_chunk.add_subchunk(background_color_chunk)
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background_chunk.add_subchunk(background_color_chunk)
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if bg_image:
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if bg_image:
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@ -735,11 +735,17 @@ def process_next_chunk(context, file, previous_chunk, imported_objects, CONSTRAI
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contextWorld.use_nodes = True
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contextWorld.use_nodes = True
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links = contextWorld.node_tree.links
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links = contextWorld.node_tree.links
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nodes = contextWorld.node_tree.nodes
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nodes = contextWorld.node_tree.nodes
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bitmap_mix = nodes.new(type='ShaderNodeMixRGB')
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bitmapnode = nodes.new(type='ShaderNodeTexEnvironment')
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bitmapnode = nodes.new(type='ShaderNodeTexEnvironment')
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bitmap_mix.label = "Solid Color"
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bitmapnode.label = bitmap_name
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bitmapnode.label = bitmap_name
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bitmap_mix.location = (-250, 300)
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bitmapnode.location = (-300, 300)
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bitmapnode.location = (-300, 300)
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bitmap_mix.inputs[2].default_value = nodes['Background'].inputs[0].default_value
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bitmapnode.image = load_image(bitmap_name, dirname, place_holder=False, recursive=IMAGE_SEARCH, check_existing=True)
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bitmapnode.image = load_image(bitmap_name, dirname, place_holder=False, recursive=IMAGE_SEARCH, check_existing=True)
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links.new(bitmapnode.outputs['Color'], nodes['Background'].inputs[0])
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bitmap_mix.inputs[0].default_value = 0.0 if bitmapnode.image is not None else 1.0
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links.new(bitmap_mix.outputs['Color'], nodes['Background'].inputs[0])
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links.new(bitmapnode.outputs['Color'], bitmap_mix.inputs[1])
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new_chunk.bytes_read += read_str_len
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new_chunk.bytes_read += read_str_len
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# If fog chunk
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# If fog chunk
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