From c3fcbfd2c11d8bb1f62cbabf5654c322a3ed77a7 Mon Sep 17 00:00:00 2001 From: Mykhailo Smoliakov Date: Wed, 11 Aug 2021 08:54:34 +0300 Subject: [PATCH] Fix issue of incorrect reading of PBR properties such as base and emissive color in FBX --- code/AssetLib/FBX/FBXConverter.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/code/AssetLib/FBX/FBXConverter.cpp b/code/AssetLib/FBX/FBXConverter.cpp index e0da78583..a92745fb6 100644 --- a/code/AssetLib/FBX/FBXConverter.cpp +++ b/code/AssetLib/FBX/FBXConverter.cpp @@ -2131,7 +2131,7 @@ void FBXConverter::SetShadingPropertiesCommon(aiMaterial *out_mat, const Propert if (ok) { out_mat->AddProperty(&Emissive, 1, AI_MATKEY_COLOR_EMISSIVE); } else { - const aiColor3D &emissiveColor = GetColorPropertyFromMaterial(props, "Maya|emissive", ok); + const aiColor3D &emissiveColor = GetColorProperty(props, "Maya|emissive", ok); if (ok) { out_mat->AddProperty(&emissiveColor, 1, AI_MATKEY_COLOR_EMISSIVE); } @@ -2218,7 +2218,7 @@ void FBXConverter::SetShadingPropertiesCommon(aiMaterial *out_mat, const Propert } // PBR material information - const aiColor3D &baseColor = GetColorPropertyFromMaterial(props, "Maya|base_color", ok); + const aiColor3D &baseColor = GetColorProperty(props, "Maya|base_color", ok); if (ok) { out_mat->AddProperty(&baseColor, 1, AI_MATKEY_BASE_COLOR); }