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Include shader's values in export and tiny cleanup
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-14
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1 file changed

+13
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io_scene_dae/export_dae.py

Lines changed: 13 additions & 14 deletions
Original file line numberDiff line numberDiff line change
@@ -231,7 +231,6 @@ def export_image(self, image):
231231
# EXPORT MATERIAL ----------------------------------------------------------
232232
# --------------------------------------------------------------------------
233233
def export_material(self, material, double_sided_hint=True):
234-
print(". .")
235234
material_id = self.material_cache.get(material)
236235
if material_id:
237236
return material_id
@@ -242,17 +241,17 @@ def export_material(self, material, double_sided_hint=True):
242241
self.writel(S_FX, 2, "<profile_COMMON>")
243242

244243
# Get Main Node --------------------------------------------------------
245-
# "Specular BSDF" node is Blender's most direct equivalent of the legacy
246-
# specular shading system that COLLADA uses.
247-
shader_node = None
244+
# "Specular BSDF" shader node is Blender's most direct equivalent of the
245+
# legacy specular shading system that COLLADA uses.
246+
shader = None
248247
if not material.node_tree.nodes:
249248
pass
250249
else:
251250
for node in material.node_tree.nodes:
252251
if node.type == "EEVEE_SPECULAR":
253-
shader_node = node
252+
shader = node
254253
break
255-
254+
256255
# Get Image texture nodes ----------------------------------------------
257256
sampler_table = {}
258257
diffuse_tex = None
@@ -265,16 +264,16 @@ def export_material(self, material, double_sided_hint=True):
265264
continue
266265
if not node.outputs[0].links:
267266
continue
268-
if node.outputs[0].links[0].to_socket == shader_node.inputs[0]:
267+
if node.outputs[0].links[0].to_socket == shader.inputs[0]:
269268
diffuse_tex = node
270269
continue
271-
if node.outputs[0].links[0].to_socket == shader_node.inputs[1]:
270+
if node.outputs[0].links[0].to_socket == shader.inputs[1]:
272271
specular_tex = node
273272
continue
274-
if node.outputs[0].links[0].to_socket == shader_node.inputs[3]:
273+
if node.outputs[0].links[0].to_socket == shader.inputs[3]:
275274
emission_tex = node
276275
continue
277-
if node.outputs[0].links[0].to_socket == shader_node.inputs[5]:
276+
if node.outputs[0].links[0].to_socket == shader.inputs[5]:
278277
normal_tex = node
279278

280279
# Image, Surface, Sampler ----------------------------------------------
@@ -328,7 +327,7 @@ def export_material(self, material, double_sided_hint=True):
328327
.format(emission_tex))
329328
else:
330329
self.writel(S_FX, 6, "<color>{}</color>".format(
331-
numarr_alpha(shader_node.inputs[3].default_value, 1.0)))
330+
numarr_alpha(shader.inputs[3].default_value, 1.0)))
332331
self.writel(S_FX, 5, "</emission>")
333332

334333

@@ -349,7 +348,7 @@ def export_material(self, material, double_sided_hint=True):
349348
.format(diffuse_tex))
350349
else:
351350
self.writel(S_FX, 6, "<color>{}</color>".format(numarr_alpha(
352-
material.diffuse_color, 1.0)))
351+
shader.inputs[0].default_value, 1.0)))
353352
self.writel(S_FX, 5, "</diffuse>")
354353

355354

@@ -363,15 +362,15 @@ def export_material(self, material, double_sided_hint=True):
363362
specular_tex))
364363
else:
365364
self.writel(S_FX, 6, "<color>{}</color>".format(numarr_alpha(
366-
material.specular_color, material.specular_intensity)))
365+
shader.inputs[1].default_value, material.specular_intensity)))
367366
self.writel(S_FX, 5, "</specular>")
368367

369368

370369
# SHININESS ------------------------------------------------------------
371370
# ----------------------------------------------------------------------
372371
self.writel(S_FX, 5, "<shininess>")
373372
self.writel(S_FX, 6, "<float>{}</float>".format(
374-
int(100 - shader_node.inputs[2].default_value * 100)))
373+
int(100 - shader.inputs[2].default_value * 100)))
375374
self.writel(S_FX, 5, "</shininess>")
376375

377376
self.writel(S_FX, 5, "<reflective>")

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