Fix issue of incorrect reading of PBR properties such as base and emissive color in FBX

This commit is contained in:
Mykhailo Smoliakov
2021-08-11 08:54:34 +03:00
parent 58f91000c8
commit c3fcbfd2c1

View File

@@ -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);
}