Merge branch 'master' into kimkulling-patch-6
commit
1ab7a3a16b
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@ -1996,19 +1996,19 @@ void FBXConverter::SetTextureProperties(aiMaterial *out_mat, const TextureMap &_
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TrySetTextureProperties(out_mat, _textures, "Maya|ReflectionMapTexture", aiTextureType_REFLECTION, mesh);
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// Maya PBR
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TrySetTextureProperties(out_mat, _textures, "Maya|baseColor|file", aiTextureType_BASE_COLOR, mesh);
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TrySetTextureProperties(out_mat, _textures, "Maya|normalCamera|file", aiTextureType_NORMAL_CAMERA, mesh);
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TrySetTextureProperties(out_mat, _textures, "Maya|emissionColor|file", aiTextureType_EMISSION_COLOR, mesh);
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TrySetTextureProperties(out_mat, _textures, "Maya|metalness|file", aiTextureType_METALNESS, mesh);
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TrySetTextureProperties(out_mat, _textures, "Maya|diffuseRoughness|file", aiTextureType_DIFFUSE_ROUGHNESS, mesh);
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TrySetTextureProperties(out_mat, _textures, "Maya|baseColor", aiTextureType_BASE_COLOR, mesh);
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TrySetTextureProperties(out_mat, _textures, "Maya|normalCamera", aiTextureType_NORMAL_CAMERA, mesh);
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TrySetTextureProperties(out_mat, _textures, "Maya|emissionColor", aiTextureType_EMISSION_COLOR, mesh);
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TrySetTextureProperties(out_mat, _textures, "Maya|metalness", aiTextureType_METALNESS, mesh);
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TrySetTextureProperties(out_mat, _textures, "Maya|diffuseRoughness", aiTextureType_DIFFUSE_ROUGHNESS, mesh);
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// Maya stingray
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TrySetTextureProperties(out_mat, _textures, "Maya|TEX_color_map|file", aiTextureType_BASE_COLOR, mesh);
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TrySetTextureProperties(out_mat, _textures, "Maya|TEX_normal_map|file", aiTextureType_NORMAL_CAMERA, mesh);
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TrySetTextureProperties(out_mat, _textures, "Maya|TEX_emissive_map|file", aiTextureType_EMISSION_COLOR, mesh);
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TrySetTextureProperties(out_mat, _textures, "Maya|TEX_metallic_map|file", aiTextureType_METALNESS, mesh);
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TrySetTextureProperties(out_mat, _textures, "Maya|TEX_roughness_map|file", aiTextureType_DIFFUSE_ROUGHNESS, mesh);
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TrySetTextureProperties(out_mat, _textures, "Maya|TEX_ao_map|file", aiTextureType_AMBIENT_OCCLUSION, mesh);
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TrySetTextureProperties(out_mat, _textures, "Maya|TEX_color_map", aiTextureType_BASE_COLOR, mesh);
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TrySetTextureProperties(out_mat, _textures, "Maya|TEX_normal_map", aiTextureType_NORMAL_CAMERA, mesh);
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TrySetTextureProperties(out_mat, _textures, "Maya|TEX_emissive_map", aiTextureType_EMISSION_COLOR, mesh);
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TrySetTextureProperties(out_mat, _textures, "Maya|TEX_metallic_map", aiTextureType_METALNESS, mesh);
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TrySetTextureProperties(out_mat, _textures, "Maya|TEX_roughness_map", aiTextureType_DIFFUSE_ROUGHNESS, mesh);
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TrySetTextureProperties(out_mat, _textures, "Maya|TEX_ao_map", aiTextureType_AMBIENT_OCCLUSION, mesh);
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// 3DSMax PBR
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TrySetTextureProperties(out_mat, _textures, "3dsMax|Parameters|base_color_map", aiTextureType_BASE_COLOR, mesh);
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