Fixes NaN roughness in Godot when hardness in Blender is set to more than 255. Also corrects dependency: more hardness = more roughness (it says shininess, but it actually is hardness).
@@ -480,7 +480,7 @@ Error ColladaImport::_create_material(const String &p_target) {
}
- float roughness = Math::sqrt(1.0 - ((Math::log(effect.shininess) / Math::log(2.0)) / 8.0)); //not very right..
+ float roughness = - Math::sqrt(1.0 - ((Math::log(effect.shininess) / Math::log(2.0)) / 9.0)) + 1;
material->set_roughness(roughness);
if (effect.double_sided) {