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@@ -2001,12 +2001,21 @@ namespace Assimp {
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TrySetTextureProperties(out_mat, textures, "Maya|SpecularTexture", aiTextureType_SPECULAR, mesh);
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TrySetTextureProperties(out_mat, textures, "Maya|FalloffTexture", aiTextureType_OPACITY, mesh);
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TrySetTextureProperties(out_mat, textures, "Maya|ReflectionMapTexture", aiTextureType_REFLECTION, mesh);
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+
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// Maya PBR
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TrySetTextureProperties(out_mat, textures, "Maya|baseColor|file", aiTextureType_BASE_COLOR, mesh);
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TrySetTextureProperties(out_mat, textures, "Maya|normalCamera|file", aiTextureType_NORMAL_CAMERA, mesh);
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TrySetTextureProperties(out_mat, textures, "Maya|emissionColor|file", aiTextureType_EMISSION_COLOR, mesh);
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TrySetTextureProperties(out_mat, textures, "Maya|metalness|file", aiTextureType_METALNESS, mesh);
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TrySetTextureProperties(out_mat, textures, "Maya|diffuseRoughness|file", aiTextureType_DIFFUSE_ROUGHNESS, mesh);
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+
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+ // Maya stingray
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+ TrySetTextureProperties(out_mat, textures, "Maya|TEX_color_map|file", aiTextureType_BASE_COLOR, mesh);
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+ TrySetTextureProperties(out_mat, textures, "Maya|TEX_normal_map|file", aiTextureType_NORMAL_CAMERA, mesh);
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+ TrySetTextureProperties(out_mat, textures, "Maya|TEX_emissive_map|file", aiTextureType_EMISSION_COLOR, mesh);
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+ TrySetTextureProperties(out_mat, textures, "Maya|TEX_metallic_map|file", aiTextureType_METALNESS, mesh);
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+ TrySetTextureProperties(out_mat, textures, "Maya|TEX_roughness_map|file", aiTextureType_DIFFUSE_ROUGHNESS, mesh);
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+ TrySetTextureProperties(out_mat, textures, "Maya|TEX_ao_map|file", aiTextureType_AMBIENT_OCCLUSION, mesh);
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}
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void FBXConverter::SetTextureProperties(aiMaterial* out_mat, const LayeredTextureMap& layeredTextures, const MeshGeometry* const mesh)
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