Fix T96076: Work around invalid shininess values in some FBX file.

An exponent should never be negative... but FBX files being FBX files,
just add a 0.0 clamping to that value.
This commit is contained in:
Bastien Montagne 2022-03-08 18:03:04 +01:00
parent a2c3cfdd76
commit 1cf57247c7
Notes: blender-bot 2023-02-14 18:23:46 +01:00
Referenced by issue #96076, FBX import broken
2 changed files with 4 additions and 4 deletions

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@ -5,7 +5,7 @@
bl_info = {
"name": "FBX format",
"author": "Campbell Barton, Bastien Montagne, Jens Restemeier",
"version": (4, 34, 1),
"version": (4, 34, 2),
"blender": (3, 2, 0),
"location": "File > Import-Export",
"description": "FBX IO meshes, UV's, vertex colors, materials, textures, cameras, lamps and actions",

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@ -1431,9 +1431,9 @@ def blen_read_material(fbx_tmpl, fbx_obj, settings):
# No specular color in Principled BSDF shader, assumed to be either white or take some tint from diffuse one...
# TODO: add way to handle tint option (guesstimate from spec color + intensity...)?
ma_wrap.specular = elem_props_get_number(fbx_props, b'SpecularFactor', 0.25) * 2.0
# XXX Totally empirical conversion, trying to adapt it
# (from 1.0 - 0.0 Principled BSDF range to 0.0 - 100.0 FBX shininess range)...
fbx_shininess = elem_props_get_number(fbx_props, b'Shininess', 20.0)
# XXX Totally empirical conversion, trying to adapt it (and protect against invalid negative values, see T96076):
# From [1.0 - 0.0] Principled BSDF range to [0.0 - 100.0] FBX shininess range)...
fbx_shininess = max(elem_props_get_number(fbx_props, b'Shininess', 20.0), 0.0)
ma_wrap.roughness = 1.0 - (sqrt(fbx_shininess) / 10.0)
# Sweetness... Looks like we are not the only ones to not know exactly how FBX is supposed to work (see T59850).
# According to one of its developers, Unity uses that formula to extract alpha value: