[Bf-extensions-cvs] [e35de9d] master: FBX Export: export dummy default material instaed of nothing, when handling unsuported mat type (like nodal ones).
Bastien Montagne
noreply at git.blender.org
Mon Aug 11 16:26:13 CEST 2014
Commit: e35de9d174291adab3b28ba660962dc0b084d9d3
Author: Bastien Montagne
Date: Mon Aug 11 16:23:47 2014 +0200
Branches: master
https://developer.blender.org/rBAe35de9d174291adab3b28ba660962dc0b084d9d3
FBX Export: export dummy default material instaed of nothing, when handling
unsuported mat type (like nodal ones).
See T41396 for rationals (having dummy placeholder still helps e.g. with
face-assigned materials...). Thanks to piiichan (Arnaud Couturier) for raising that issue.
===================================================================
M io_scene_fbx/export_fbx_bin.py
===================================================================
diff --git a/io_scene_fbx/export_fbx_bin.py b/io_scene_fbx/export_fbx_bin.py
index 16ff3ba..c94108f 100644
--- a/io_scene_fbx/export_fbx_bin.py
+++ b/io_scene_fbx/export_fbx_bin.py
@@ -1102,7 +1102,7 @@ def fbx_data_mesh_elements(root, me_obj, scene_data, done_meshes):
# We have to validate mat indices, and map them to FBX indices.
# Note a mat might not be in me_fbxmats_idx (e.g. node mats are ignored).
- blmats_to_fbxmats_idxs = [me_fbxmats_idx[m] for m in me_blmats if m in me_fbxmats_idx]
+ blmats_to_fbxmats_idxs = [me_fbxmats_idx[m] for m in me_blmats]
mat_idx_limit = len(blmats_to_fbxmats_idxs)
def_mat = blmats_to_fbxmats_idxs[0]
_gen = (blmats_to_fbxmats_idxs[m] if m < mat_idx_limit else def_mat for m in t_pm)
@@ -1180,6 +1180,11 @@ def fbx_data_mesh_elements(root, me_obj, scene_data, done_meshes):
done_meshes.add(me_key)
+def check_skip_material(mat):
+ """Simple helper to check whether we actually support exporting that material or not"""
+ return mat.type not in {'SURFACE'} or mat.use_nodes
+
+
def fbx_data_material_elements(root, mat, scene_data):
"""
Write the Material data block.
@@ -1189,8 +1194,11 @@ def fbx_data_material_elements(root, mat, scene_data):
ambient_color = next(iter(scene_data.data_world.keys())).ambient_color
mat_key, _objs = scene_data.data_materials[mat]
+ skip_mat = check_skip_material(mat)
+ mat_type = b"Phong"
# Approximation...
- mat_type = b"Phong" if mat.specular_shader in {'COOKTORR', 'PHONG', 'BLINN'} else b"Lambert"
+ if not skip_mat and mat.specular_shader not in {'COOKTORR', 'PHONG', 'BLINN'}:
+ mat_type = b"Lambert"
fbx_mat = elem_data_single_int64(root, b"Material", get_fbx_uuid_from_key(mat_key))
fbx_mat.add_string(fbx_name_class(mat.name.encode(), b"Material"))
@@ -1204,35 +1212,36 @@ def fbx_data_material_elements(root, mat, scene_data):
tmpl = elem_props_template_init(scene_data.templates, b"Material")
props = elem_properties(fbx_mat)
- elem_props_template_set(tmpl, props, "p_string", b"ShadingModel", mat_type.decode())
- elem_props_template_set(tmpl, props, "p_color", b"EmissiveColor", mat.diffuse_color)
- elem_props_template_set(tmpl, props, "p_number", b"EmissiveFactor", mat.emit)
- elem_props_template_set(tmpl, props, "p_color", b"AmbientColor", ambient_color)
- elem_props_template_set(tmpl, props, "p_number", b"AmbientFactor", mat.ambient)
- elem_props_template_set(tmpl, props, "p_color", b"DiffuseColor", mat.diffuse_color)
- elem_props_template_set(tmpl, props, "p_number", b"DiffuseFactor", mat.diffuse_intensity)
- elem_props_template_set(tmpl, props, "p_color", b"TransparentColor",
- mat.diffuse_color if mat.use_transparency else (1.0, 1.0, 1.0))
- elem_props_template_set(tmpl, props, "p_number", b"TransparencyFactor",
- 1.0 - mat.alpha if mat.use_transparency else 0.0)
- elem_props_template_set(tmpl, props, "p_number", b"Opacity", mat.alpha if mat.use_transparency else 1.0)
- elem_props_template_set(tmpl, props, "p_vector_3d", b"NormalMap", (0.0, 0.0, 0.0))
- # Not sure about those...
- """
- b"Bump": ((0.0, 0.0, 0.0), "p_vector_3d"),
- b"BumpFactor": (1.0, "p_double"),
- b"DisplacementColor": ((0.0, 0.0, 0.0), "p_color_rgb"),
- b"DisplacementFactor": (0.0, "p_double"),
- """
- if mat_type == b"Phong":
- elem_props_template_set(tmpl, props, "p_color", b"SpecularColor", mat.specular_color)
- elem_props_template_set(tmpl, props, "p_number", b"SpecularFactor", mat.specular_intensity / 2.0)
- # See Material template about those two!
- elem_props_template_set(tmpl, props, "p_number", b"Shininess", (mat.specular_hardness - 1.0) / 5.10)
- elem_props_template_set(tmpl, props, "p_number", b"ShininessExponent", (mat.specular_hardness - 1.0) / 5.10)
- elem_props_template_set(tmpl, props, "p_color", b"ReflectionColor", mat.mirror_color)
- elem_props_template_set(tmpl, props, "p_number", b"ReflectionFactor",
- mat.raytrace_mirror.reflect_factor if mat.raytrace_mirror.use else 0.0)
+ if not skip_mat:
+ elem_props_template_set(tmpl, props, "p_string", b"ShadingModel", mat_type.decode())
+ elem_props_template_set(tmpl, props, "p_color", b"EmissiveColor", mat.diffuse_color)
+ elem_props_template_set(tmpl, props, "p_number", b"EmissiveFactor", mat.emit)
+ elem_props_template_set(tmpl, props, "p_color", b"AmbientColor", ambient_color)
+ elem_props_template_set(tmpl, props, "p_number", b"AmbientFactor", mat.ambient)
+ elem_props_template_set(tmpl, props, "p_color", b"DiffuseColor", mat.diffuse_color)
+ elem_props_template_set(tmpl, props, "p_number", b"DiffuseFactor", mat.diffuse_intensity)
+ elem_props_template_set(tmpl, props, "p_color", b"TransparentColor",
+ mat.diffuse_color if mat.use_transparency else (1.0, 1.0, 1.0))
+ elem_props_template_set(tmpl, props, "p_number", b"TransparencyFactor",
+ 1.0 - mat.alpha if mat.use_transparency else 0.0)
+ elem_props_template_set(tmpl, props, "p_number", b"Opacity", mat.alpha if mat.use_transparency else 1.0)
+ elem_props_template_set(tmpl, props, "p_vector_3d", b"NormalMap", (0.0, 0.0, 0.0))
+ # Not sure about those...
+ """
+ b"Bump": ((0.0, 0.0, 0.0), "p_vector_3d"),
+ b"BumpFactor": (1.0, "p_double"),
+ b"DisplacementColor": ((0.0, 0.0, 0.0), "p_color_rgb"),
+ b"DisplacementFactor": (0.0, "p_double"),
+ """
+ if mat_type == b"Phong":
+ elem_props_template_set(tmpl, props, "p_color", b"SpecularColor", mat.specular_color)
+ elem_props_template_set(tmpl, props, "p_number", b"SpecularFactor", mat.specular_intensity / 2.0)
+ # See Material template about those two!
+ elem_props_template_set(tmpl, props, "p_number", b"Shininess", (mat.specular_hardness - 1.0) / 5.10)
+ elem_props_template_set(tmpl, props, "p_number", b"ShininessExponent", (mat.specular_hardness - 1.0) / 5.10)
+ elem_props_template_set(tmpl, props, "p_color", b"ReflectionColor", mat.mirror_color)
+ elem_props_template_set(tmpl, props, "p_number", b"ReflectionFactor",
+ mat.raytrace_mirror.reflect_factor if mat.raytrace_mirror.use else 0.0)
elem_props_template_finalize(tmpl, props)
@@ -2060,13 +2069,12 @@ def fbx_data_from_scene(scene, settings):
# Note theoretically, FBX supports any kind of materials, even GLSL shaders etc.
# However, I doubt anything else than Lambert/Phong is really portable!
# We support any kind of 'surface' shader though, better to have some kind of default Lambert than nothing.
- # TODO: Support nodes (*BIG* todo!).
- if mat.type in {'SURFACE'} and not mat.use_nodes:
- mat_data = data_materials.get(mat)
- if mat_data is not None:
- mat_data[1].append(ob_obj)
- else:
- data_materials[mat] = (get_blenderID_key(mat), [ob_obj])
+ # Note we want to keep a 'dummy' empty mat even when we can't really support it, see T41396.
+ mat_data = data_materials.get(mat)
+ if mat_data is not None:
+ mat_data[1].append(ob_obj)
+ else:
+ data_materials[mat] = (get_blenderID_key(mat), [ob_obj])
# Note FBX textures also hold their mapping info.
# TODO: Support layers?
@@ -2075,6 +2083,8 @@ def fbx_data_from_scene(scene, settings):
data_videos = OrderedDict()
# For now, do not use world textures, don't think they can be linked to anything FBX wise...
for mat in data_materials.keys():
+ if check_skip_material(mat):
+ continue
for tex, use_tex in zip(mat.texture_slots, mat.use_textures):
if tex is None or not use_tex:
continue
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