USD export: Fix incorrect texture alpha mapping. #107022
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@ -274,8 +274,7 @@ void create_usd_viewport_material(const USDExporterContext &usd_export_context,
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static InputSpecMap &preview_surface_input_map()
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{
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static InputSpecMap input_map = {
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{"Base Color",
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{usdtokens::diffuse_color, pxr::SdfValueTypeNames->Float3, true}},
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{"Base Color", {usdtokens::diffuse_color, pxr::SdfValueTypeNames->Float3, true}},
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{"Color", {usdtokens::diffuse_color, pxr::SdfValueTypeNames->Float3, true}},
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{"Roughness", {usdtokens::roughness, pxr::SdfValueTypeNames->Float, true}},
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{"Metallic", {usdtokens::metallic, pxr::SdfValueTypeNames->Float, true}},
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@ -336,7 +335,8 @@ static void create_uvmap_shader(const USDExporterContext &usd_export_context,
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found_uv_node = true;
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if (NodeShaderUVMap *shader_uv_map = static_cast<NodeShaderUVMap *>(uv_node_link->fromnode->storage)) {
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if (NodeShaderUVMap *shader_uv_map = static_cast<NodeShaderUVMap *>(
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uv_node_link->fromnode->storage)) {
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/* We need to make valid here because actual uv primvar has been. */
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std::string uv_set = pxr::TfMakeValidIdentifier(shader_uv_map->uv_map);
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