New Addon: Import Autodesk .max #105013
@ -35,6 +35,7 @@ import math, mathutils
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import bpy, bpy_extras
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from bpy_extras.io_utils import axis_conversion
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from bpy_extras.io_utils import orientation_helper
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from bpy_extras.node_shader_utils import PrincipledBSDFWrapper
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@orientation_helper(axis_forward='Y', axis_up='Z')
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@ -1150,7 +1151,7 @@ def get_rotation(pos):
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elif (uid == 0x442313): # TCB Rotation
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rot = pos.get_first(0x2504).data
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rotation = mathutils.Quaternion((rot[0], rot[1], rot[2], rot[3]))
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elif (uid == 0x4B4B1003): #'Rotation List
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elif (uid == 0x4B4B1003): # Rotation List
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refs = get_references(pos)
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if (len(refs) > 3):
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return get_rotation(refs[0])
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@ -1244,7 +1245,7 @@ def get_color(colors, idx):
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def get_value(colors, idx):
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prop = get_property(colors, idx)
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if (prop is not None):
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siz = 15 if (len(prop.data) > 19) else 6
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siz = 15 if (len(prop.data) > 15) else 11
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val, offset = get_float(prop.data, siz)
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return val
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return None
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@ -1262,8 +1263,8 @@ def get_standard_material(refs):
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material.set('specular', get_color(parameters, 0x02))
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material.set('emissive', get_color(parameters, 0x08))
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material.set('shinines', get_value(parameters, 0x0A))
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transparency = refs[4] # ParameterBlock2
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material.set('transparency', get_value(transparency, 0x02))
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reflect = refs[4] # ParameterBlock2
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material.set('reflect', get_value(reflect, 0x02))
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except:
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pass
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return material
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@ -1274,9 +1275,6 @@ def get_vray_material(vry):
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try:
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material.set('diffuse', get_color(vry, 0x01))
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material.set('specular', get_color(vry, 0x02))
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material.set('reflect', get_value(vry, 0x04))
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material.set('shinines', get_value(vry, 0x0A))
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material.set('transparency', get_value(vry, 0x02))
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except:
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pass
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return material
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@ -1287,9 +1285,6 @@ def get_arch_material(ad):
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try:
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material.set('diffuse', get_color(ad, 0x1A))
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material.set('specular', get_color(ad, 0x02))
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material.set('reflect', get_value(ad, 0x04))
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material.set('shinines', get_value(ad, 0x0A))
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material.set('transparency', get_value(ad, 0x02))
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except:
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pass
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return material
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@ -1314,10 +1309,12 @@ def adjust_material(obj, mat):
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if (obj is not None) and (material is not None):
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objMaterial = bpy.data.materials.new(get_class_name(mat))
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obj.data.materials.append(objMaterial)
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objMaterial.diffuse_color[:3] = material.get('diffuse', (0.8,0.8,0.8))
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objMaterial.specular_color[:3] = material.get('specular', (1.0,1.0,1.0))
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objMaterial.specular_intensity = material.get('reflect', 0.5)
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objMaterial.roughness = 1.0 - material.get('shinines', 0.6)
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matShader = PrincipledBSDFWrapper(objMaterial, is_readonly=False, use_nodes=True)
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matShader.base_color = objMaterial.diffuse_color[:3] = material.get('diffuse', (0.8,0.8,0.8))
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matShader.specular_tint = objMaterial.specular_color[:3] = material.get('specular', (1.0,1.0,1.0))
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matShader.specular = objMaterial.specular_intensity = material.get('reflect', 1.0)
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matShader.roughness = objMaterial.roughness = 1.0 - material.get('shinines', 0.6)
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matShader.emission_color = material.get('emissive', (0,0,0))
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def adjust_matrix(obj, node):
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