Swap the meaning using the out_mat property.
parent
f7be3048de
commit
19af3f0d31
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@ -2024,12 +2024,27 @@ void FBXConverter::SetTextureProperties(aiMaterial *out_mat, const TextureMap &_
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TrySetTextureProperties(out_mat, _textures, "3dsMax|main|emit_color_map", aiTextureType_EMISSION_COLOR, mesh);
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TrySetTextureProperties(out_mat, _textures, "3dsMax|main|emit_color_map", aiTextureType_EMISSION_COLOR, mesh);
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TrySetTextureProperties(out_mat, _textures, "3dsMax|main|ao_map", aiTextureType_AMBIENT_OCCLUSION, mesh);
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TrySetTextureProperties(out_mat, _textures, "3dsMax|main|ao_map", aiTextureType_AMBIENT_OCCLUSION, mesh);
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TrySetTextureProperties(out_mat, _textures, "3dsMax|main|opacity_map", aiTextureType_OPACITY, mesh);
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TrySetTextureProperties(out_mat, _textures, "3dsMax|main|opacity_map", aiTextureType_OPACITY, mesh);
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// Metalness/Roughness mode
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// Metalness/Roughness material type
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TrySetTextureProperties(out_mat, _textures, "3dsMax|main|metalness_map", aiTextureType_METALNESS, mesh);
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TrySetTextureProperties(out_mat, _textures, "3dsMax|main|metalness_map", aiTextureType_METALNESS, mesh);
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TrySetTextureProperties(out_mat, _textures, "3dsMax|main|roughness_map", aiTextureType_DIFFUSE_ROUGHNESS, mesh);
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// Specular/Gloss material type
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// Specular/Gloss mode
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TrySetTextureProperties(out_mat, _textures, "3dsMax|main|specular_map", aiTextureType_SPECULAR, mesh);
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TrySetTextureProperties(out_mat, _textures, "3dsMax|main|specular_map", aiTextureType_SPECULAR, mesh);
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TrySetTextureProperties(out_mat, _textures, "3dsMax|main|glossiness_map", aiTextureType_SHININESS, mesh);
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// Glossiness vs roughness in 3ds Max Pbr Materials
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int useGlossiness;
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if (out_mat->Get("$raw.3dsMax|main|useGlossiness", aiTextureType_NONE, 0, useGlossiness) == aiReturn_SUCCESS)
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{
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// These textures swap meaning if ((useGlossiness == 1) != (material type is Specular/Gloss))
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if (useGlossiness == 1)
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{
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TrySetTextureProperties(out_mat, _textures, "3dsMax|main|roughness_map", aiTextureType_SHININESS, mesh);
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TrySetTextureProperties(out_mat, _textures, "3dsMax|main|glossiness_map", aiTextureType_SHININESS, mesh);
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}
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else // useGlossiness == 2
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{
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TrySetTextureProperties(out_mat, _textures, "3dsMax|main|roughness_map", aiTextureType_DIFFUSE_ROUGHNESS, mesh);
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TrySetTextureProperties(out_mat, _textures, "3dsMax|main|glossiness_map", aiTextureType_DIFFUSE_ROUGHNESS, mesh);
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}
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}
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}
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}
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void FBXConverter::SetTextureProperties(aiMaterial *out_mat, const LayeredTextureMap &layeredTextures, const MeshGeometry *const mesh) {
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void FBXConverter::SetTextureProperties(aiMaterial *out_mat, const LayeredTextureMap &layeredTextures, const MeshGeometry *const mesh) {
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@ -360,7 +360,7 @@ TEST_F(utFBXImporterExporter, importMaxPbrMaterialsMetalRoughness) {
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int useGlossiness;
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int useGlossiness;
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ASSERT_EQ(mat->Get("$raw.3dsMax|main|useGlossiness", aiTextureType_NONE, 0, useGlossiness), aiReturn_SUCCESS);
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ASSERT_EQ(mat->Get("$raw.3dsMax|main|useGlossiness", aiTextureType_NONE, 0, useGlossiness), aiReturn_SUCCESS);
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EXPECT_EQ(useGlossiness, 2); // AFAICT 1 = Roughness map is glossiness, 2 = Roughness map is roughness.
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EXPECT_EQ(useGlossiness, 2); // 1 = Roughness map is glossiness, 2 = Roughness map is roughness.
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float bumpMapAmt; // Presumably amount.
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float bumpMapAmt; // Presumably amount.
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ASSERT_EQ(mat->Get("$raw.3dsMax|main|bump_map_amt", aiTextureType_NONE, 0, bumpMapAmt), aiReturn_SUCCESS);
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ASSERT_EQ(mat->Get("$raw.3dsMax|main|bump_map_amt", aiTextureType_NONE, 0, bumpMapAmt), aiReturn_SUCCESS);
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@ -413,7 +413,7 @@ TEST_F(utFBXImporterExporter, importMaxPbrMaterialsSpecularGloss) {
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int useGlossiness;
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int useGlossiness;
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ASSERT_EQ(mat->Get("$raw.3dsMax|main|useGlossiness", aiTextureType_NONE, 0, useGlossiness), aiReturn_SUCCESS);
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ASSERT_EQ(mat->Get("$raw.3dsMax|main|useGlossiness", aiTextureType_NONE, 0, useGlossiness), aiReturn_SUCCESS);
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EXPECT_EQ(useGlossiness, 1); // AFAICT 1 = Glossiness map is glossiness, 2 = Glossiness map is roughness.
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EXPECT_EQ(useGlossiness, 1); // 1 = Glossiness map is glossiness, 2 = Glossiness map is roughness.
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float bumpMapAmt; // Presumably amount.
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float bumpMapAmt; // Presumably amount.
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ASSERT_EQ(mat->Get("$raw.3dsMax|main|bump_map_amt", aiTextureType_NONE, 0, bumpMapAmt), aiReturn_SUCCESS);
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ASSERT_EQ(mat->Get("$raw.3dsMax|main|bump_map_amt", aiTextureType_NONE, 0, bumpMapAmt), aiReturn_SUCCESS);
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