Thanks Bjorn, fix merged and submitted to svn/trunk.
On 23 May 2014 09:44, Björn Blissing <[email protected]> wrote: > Hi, > > > > I dug a bit deeper down to how the glossiness value was stored and it is > stored using the exponential format: shininess= (2^(log2(glossiness)). > > Since log is undefined for zero. FBX exports glossiness values of 0 as 1. > > > > So I updated the recalculation back to osg's linear format. > > > > Disregard the previous file and see the attached file for latest version. > > > > Best regards > > > > Björn > > > > *From:* osg-submissions [mailto: > [email protected]] *On Behalf Of *Björn > Blissing > *Sent:* Thursday, May 22, 2014 6:35 PM > *To:* [email protected] > *Subject:* [osg-submissions] Fix to support correct shininess and > transparency in FBX plugin > > > > Hi, > > > > When working with one of our subcontractors, which was working in Autodesk > Maya, we discovered that the FBX plugin could not handle the transparency > during import. This is caused by Maya using a different encoding of > transparency. Instead of using a single TransparencyFactor value. It uses > transparency for each color, stored in the opacity property. > > > > My solution checks if the opacity property has colors defined as > transparent. If they have transparent colors they will be converted into a > greyscale factor (using the luminosity method). If this value has been > calculated we use this instead of the transparency factor, otherwise we use > transparency factor as before. > > > > When it comes to shininess this is something that 3D studio Max uses the > term "Glossiness" for. In 3D studio Max the value is usually between 0-100, > higher values are allowed but will result in some odd clipping. The > glossiness value is stored in exponential form in the FBX file. To be able > to use this we need to linearize and scale it to OSG's 0-128. If the user > uses glossiness values above 100 these will be linearized, scaled and then > clamped (resulting in the usual warning). > > > > Best regards > > Björn > > > > > > > > > > > > > > _______________________________________________ > osg-submissions mailing list > [email protected] > > http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org > >
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