io_scene_3ds: Moved specular color texture to specular tint #104918
@ -17,9 +17,9 @@ from bpy.props import (
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import bpy
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bl_info = {
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"name": "Autodesk 3DS format",
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"author": "Bob Holcomb, Campbell Barton, Andreas Atteneder, Sebastian Schrand",
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"version": (2, 4, 6),
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"blender": (3, 6, 0),
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"author": "Bob Holcomb, Campbell Barton, Sebastian Schrand",
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"version": (2, 4, 7),
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"blender": (4, 0, 0),
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"location": "File > Import-Export",
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"description": "3DS Import/Export meshes, UVs, materials, textures, "
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"cameras, lamps & animation",
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@ -698,7 +698,7 @@ def make_material_chunk(material, image):
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shading.add_variable("shading", _3ds_ushort(3)) # Phong shading
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material_chunk.add_subchunk(make_material_subchunk(MATAMBIENT, wrap.emission_color[:3]))
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material_chunk.add_subchunk(make_material_subchunk(MATDIFFUSE, wrap.base_color[:3]))
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material_chunk.add_subchunk(make_material_subchunk(MATSPECULAR, material.specular_color[:]))
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material_chunk.add_subchunk(make_material_subchunk(MATSPECULAR, wrap.specular_tint[:3]))
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material_chunk.add_subchunk(make_percent_subchunk(MATSHINESS, 1 - wrap.roughness))
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material_chunk.add_subchunk(make_percent_subchunk(MATSHIN2, wrap.specular))
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material_chunk.add_subchunk(make_percent_subchunk(MATSHIN3, wrap.metallic))
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@ -1211,10 +1211,10 @@ def make_track_chunk(ID, ob, ob_pos, ob_rot, ob_size):
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track_chunk.add_variable("fov", _3ds_float(round(math.degrees(fov), 4)))
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elif ID == HOTSPOT_TRACK_TAG: # Hotspot
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beam_angle = math.degrees(ob.data.spot_size)
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for i, frame in enumerate(kframes):
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beamsize = next((fc.evaluate(frame) for fc in fcurves if fc is not None and fc.data_path == 'spot_size'), ob.data.spot_size)
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blend = next((fc.evaluate(frame) for fc in fcurves if fc is not None and fc.data_path == 'spot_blend'), ob.data.spot_blend)
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hot_spot = beam_angle - (blend * math.floor(beam_angle))
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hot_spot = math.degrees(beamsize) - (blend * math.floor(math.degrees(beamsize)))
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track_chunk.add_variable("tcb_frame", _3ds_uint(int(frame)))
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track_chunk.add_variable("tcb_flags", _3ds_ushort())
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track_chunk.add_variable("hotspot", _3ds_float(round(hot_spot, 4)))
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@ -1647,14 +1647,14 @@ def save(operator, context, filepath="", scale_factor=1.0, use_scene_unit=False,
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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 == bgtype and lk.to_node.type in bgshade), world.color)
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bg_mixer = next((lk.from_node.type for lk in ntree if lk.from_node.type in bgmixer 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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bg_image = next((lk.from_node.image for lk in ntree if lk.from_node.type in bg_tex and lk.to_node.type == bg_mixer), False)
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gradient = next((lk.from_node.color_ramp.elements for lk in ntree if lk.from_node.type == 'VALTORGB' and lk.to_node.type in bgmixer), False)
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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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if bg_image:
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background_image = _3ds_chunk(BITMAP)
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background_flag = _3ds_chunk(USE_BITMAP)
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background_image.add_variable("image", _3ds_string(sane_name(bg_image)))
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background_image.add_variable("image", _3ds_string(sane_name(bg_image.name)))
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object_info.add_subchunk(background_image)
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object_info.add_subchunk(background_chunk)
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@ -1710,7 +1710,7 @@ def save(operator, context, filepath="", scale_factor=1.0, use_scene_unit=False,
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object_info.add_subchunk(layerfog_chunk)
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if fognode or foglayer and layer.use_pass_mist:
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object_info.add_subchunk(use_fog_flag)
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if use_keyframes and world.animation_data:
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if use_keyframes and world.animation_data or world.node_tree.animation_data:
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kfdata.add_subchunk(make_ambient_node(world))
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# Make a list of all materials used in the selected meshes (use dictionary, each material is added once)
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@ -527,6 +527,7 @@ def process_next_chunk(context, file, previous_chunk, imported_objects, CONSTRAI
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contextWrapper.metallic = contextMaterial.metallic
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contextWrapper.roughness = contextMaterial.roughness
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contextWrapper.specular = contextMaterial.specular_intensity
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contextWrapper.specular_tint = contextMaterial.specular_color[:]
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contextWrapper.emission_color = contextMaterial.line_color[:3]
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contextWrapper.emission_strength = contextMaterial.line_priority / 100
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contextWrapper.alpha = contextMaterial.diffuse_color[3] = contextAlpha
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@ -1000,6 +1001,7 @@ def process_next_chunk(context, file, previous_chunk, imported_objects, CONSTRAI
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contextWrapper.metallic = contextMaterial.metallic
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contextWrapper.roughness = contextMaterial.roughness
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contextWrapper.specular = contextMaterial.specular_intensity
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contextWrapper.specular_tint = contextMaterial.specular_color[:]
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contextWrapper.emission_color = contextMaterial.line_color[:3]
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contextWrapper.emission_strength = contextMaterial.line_priority / 100
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contextWrapper.alpha = contextMaterial.diffuse_color[3] = contextAlpha
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