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FBX add roughness mappings and fixes general some material bugs

- Fixed bug with FBX so we can import material values from the document for PBR when using StingRay (not Arnold *yet*)
- Adds more explicit errors and makes things simpler to read. Has more sanity checks to be sure things are working correctly
- Lazy Properties fixed items not loading due to capital letter errors in FBX parser
- Added debug tools to the materials so you know explicitly what material mapping is assigned to a texture and where it came from. (enable verbose printing to use this)
- Fix broken material mappings and debug entries properly
- Fix make embedded images properly detected
- Spam less errors for unsupported shading models with materials.

Future plans:
- Arnold materials need converted to PBR model, if possible.
This commit is contained in:
Gordon
2020-11-07 14:29:08 +00:00
parent be625f67ee
commit b624e13681
6 changed files with 243 additions and 80 deletions

View File

@@ -109,9 +109,11 @@ Material::Material(uint64_t id, const ElementPtr element, const Document &doc, c
std::string templateName;
if (shading == "phong") {
templateName = "Material.FbxSurfacePhong";
templateName = "Material.Phong";
} else if (shading == "lambert") {
templateName = "Material.FbxSurfaceLambert";
templateName = "Material.Lambert";
} else if (shading == "unknown") {
templateName = "Material.StingRay";
} else {
DOMWarning("shading mode not recognized: " + shading, element);
}