Fix issue of incorrect reading of PBR properties such as base and emissive color in FBX
parent
58f91000c8
commit
c3fcbfd2c1
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@ -2131,7 +2131,7 @@ void FBXConverter::SetShadingPropertiesCommon(aiMaterial *out_mat, const Propert
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if (ok) {
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out_mat->AddProperty(&Emissive, 1, AI_MATKEY_COLOR_EMISSIVE);
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} else {
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const aiColor3D &emissiveColor = GetColorPropertyFromMaterial(props, "Maya|emissive", ok);
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const aiColor3D &emissiveColor = GetColorProperty(props, "Maya|emissive", ok);
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if (ok) {
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out_mat->AddProperty(&emissiveColor, 1, AI_MATKEY_COLOR_EMISSIVE);
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}
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@ -2218,7 +2218,7 @@ void FBXConverter::SetShadingPropertiesCommon(aiMaterial *out_mat, const Propert
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}
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// PBR material information
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const aiColor3D &baseColor = GetColorPropertyFromMaterial(props, "Maya|base_color", ok);
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const aiColor3D &baseColor = GetColorProperty(props, "Maya|base_color", ok);
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if (ok) {
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out_mat->AddProperty(&baseColor, 1, AI_MATKEY_BASE_COLOR);
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}
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