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Fix issue of incorrect reading of PBR properties such as base and emissive color in FBX

Mykhailo Smoliakov 4 years ago
parent
commit
c3fcbfd2c1
1 changed files with 2 additions and 2 deletions
  1. 2 2
      code/AssetLib/FBX/FBXConverter.cpp

+ 2 - 2
code/AssetLib/FBX/FBXConverter.cpp

@@ -2131,7 +2131,7 @@ void FBXConverter::SetShadingPropertiesCommon(aiMaterial *out_mat, const Propert
     if (ok) {
     if (ok) {
         out_mat->AddProperty(&Emissive, 1, AI_MATKEY_COLOR_EMISSIVE);
         out_mat->AddProperty(&Emissive, 1, AI_MATKEY_COLOR_EMISSIVE);
     } else {
     } else {
-        const aiColor3D &emissiveColor = GetColorPropertyFromMaterial(props, "Maya|emissive", ok);
+        const aiColor3D &emissiveColor = GetColorProperty(props, "Maya|emissive", ok);
         if (ok) {
         if (ok) {
             out_mat->AddProperty(&emissiveColor, 1, AI_MATKEY_COLOR_EMISSIVE);
             out_mat->AddProperty(&emissiveColor, 1, AI_MATKEY_COLOR_EMISSIVE);
         }
         }
@@ -2218,7 +2218,7 @@ void FBXConverter::SetShadingPropertiesCommon(aiMaterial *out_mat, const Propert
     }
     }
 
 
     // PBR material information
     // PBR material information
-    const aiColor3D &baseColor = GetColorPropertyFromMaterial(props, "Maya|base_color", ok);
+    const aiColor3D &baseColor = GetColorProperty(props, "Maya|base_color", ok);
     if (ok) {
     if (ok) {
         out_mat->AddProperty(&baseColor, 1, AI_MATKEY_BASE_COLOR);
         out_mat->AddProperty(&baseColor, 1, AI_MATKEY_BASE_COLOR);
     }
     }