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