@@ -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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