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author | Dmitriy Romanov <dimonasdf@inbox.ru> | 2018-03-28 18:54:33 +0300 |
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committer | GitHub <noreply@github.com> | 2018-03-28 18:54:33 +0300 |
commit | 89f4e716794e9a1cf105af6e4f5a0f7ec373afc4 (patch) | |
tree | 1528120b02041f2fca35737c107eb27daf0ac6eb | |
parent | 4b4ed9b72454dea13bd5f0935806519e67f13fbc (diff) |
Fix Collada material roughness import function
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).
-rw-r--r-- | editor/import/editor_import_collada.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/editor/import/editor_import_collada.cpp b/editor/import/editor_import_collada.cpp index 863b13cbd7..89db0191ee 100644 --- a/editor/import/editor_import_collada.cpp +++ b/editor/import/editor_import_collada.cpp @@ -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) { |