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@@ -2161,6 +2161,9 @@ void FBXConverter::SetShadingPropertiesCommon(aiMaterial *out_mat, const Propert
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const float ShininessExponent = PropertyGet<float>(props, "ShininessExponent", ok);
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if (ok) {
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out_mat->AddProperty(&ShininessExponent, 1, AI_MATKEY_SHININESS);
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+ // Match Blender behavior to extract roughness when only shininess is present
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+ const float roughness = 1.0 - (sqrt(ShininessExponent) / 10.0);
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+ out_mat->AddProperty(&roughness, 1, AI_MATKEY_ROUGHNESS_FACTOR);
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}
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// TransparentColor / TransparencyFactor... gee thanks FBX :rolleyes:
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