Export_3ds: Fixed crash if no principled bsdf shader present #105207
@ -713,6 +713,7 @@ def make_material_chunk(material, image):
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material_chunk.add_subchunk(make_percent_subchunk(MATTRANS, 1 - wrap.alpha))
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material_chunk.add_subchunk(make_percent_subchunk(MATTRANS, 1 - wrap.alpha))
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material_chunk.add_subchunk(make_percent_subchunk(MATXPFALL, wrap.transmission))
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material_chunk.add_subchunk(make_percent_subchunk(MATXPFALL, wrap.transmission))
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material_chunk.add_subchunk(make_percent_subchunk(MATSELFILPCT, wrap.emission_strength))
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material_chunk.add_subchunk(make_percent_subchunk(MATSELFILPCT, wrap.emission_strength))
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if wrap.node_principled_bsdf is not None:
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material_chunk.add_subchunk(make_percent_subchunk(MATREFBLUR, wrap.node_principled_bsdf.inputs['Coat Weight'].default_value))
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material_chunk.add_subchunk(make_percent_subchunk(MATREFBLUR, wrap.node_principled_bsdf.inputs['Coat Weight'].default_value))
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material_chunk.add_subchunk(shading)
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material_chunk.add_subchunk(shading)
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