[Bf-blender-cvs] [43046d82b7d] master: Collada import: use black for Base Color when missing <diffuse>
Gaia Clary
noreply at git.blender.org
Mon May 17 21:10:57 CEST 2021
Commit: 43046d82b7d18398027afb6b92ea0be7588f08a8
Author: Gaia Clary
Date: Mon May 17 21:05:20 2021 +0200
Branches: master
https://developer.blender.org/rB43046d82b7d18398027afb6b92ea0be7588f08a8
Collada import: use black for Base Color when missing <diffuse>
Treat a missing <diffuse> the same as a black diffuse color.
The easiest way to see this bug is with a Collada shader like
```
<constant>
<emission>
<color sid="emission">1 0 0 1</color>
</emission>
</constant>
```
The Collada spec says this should be just
```
color = <emission>
```
ie. red everywhere. The importer slots the red into the Principled Emission socket, but since it leaves the Base Color as the default off-white, this is added to red, and the material looks white-pink in the light and red only in the shadows.
Putting black in the Base Color makes it look red everywhere.
D10939 will also eliminate the much-less-noticeable specular term for this case.
Reviewed By: gaiaclary
Differential Revision: https://developer.blender.org/D10941
===================================================================
M source/blender/io/collada/Materials.cpp
===================================================================
diff --git a/source/blender/io/collada/Materials.cpp b/source/blender/io/collada/Materials.cpp
index 4b90e459e61..ac4c65464c8 100644
--- a/source/blender/io/collada/Materials.cpp
+++ b/source/blender/io/collada/Materials.cpp
@@ -231,22 +231,32 @@ void MaterialNode::set_alpha(COLLADAFW::EffectCommon::OpaqueMode mode,
void MaterialNode::set_diffuse(COLLADAFW::ColorOrTexture &cot)
{
int locy = -300 * (node_map.size() - 2);
- if (cot.isColor()) {
- COLLADAFW::Color col = cot.getColor();
- bNodeSocket *socket = nodeFindSocket(shader_node, SOCK_IN, "Base Color");
- float *fcol = (float *)socket->default_value;
- fcol[0] = material->r = col.getRed();
- fcol[1] = material->g = col.getGreen();
- fcol[2] = material->b = col.getBlue();
- fcol[3] = material->a = col.getAlpha();
- }
- else if (cot.isTexture()) {
+ if (cot.isTexture()) {
bNode *texture_node = add_texture_node(cot, -300, locy, "Base Color");
if (texture_node != nullptr) {
add_link(texture_node, 0, shader_node, 0);
}
}
+ else {
+ bNodeSocket *socket = nodeFindSocket(shader_node, SOCK_IN, "Base Color");
+ float *fcol = (float *)socket->default_value;
+
+ if (cot.isColor()) {
+ COLLADAFW::Color col = cot.getColor();
+ fcol[0] = material->r = col.getRed();
+ fcol[1] = material->g = col.getGreen();
+ fcol[2] = material->b = col.getBlue();
+ fcol[3] = material->a = col.getAlpha();
+ }
+ else {
+ /* no diffuse term = same as black */
+ fcol[0] = material->r = 0.0f;
+ fcol[1] = material->g = 0.0f;
+ fcol[2] = material->b = 0.0f;
+ fcol[3] = material->a = 1.0f;
+ }
+ }
}
Image *MaterialNode::get_diffuse_image()
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