Fix: Hydra exoports incorrect dome light color

It would both set the dome light color and export a texture with that
same color, which would double up. It was also using the World.exposure
member which is not used anywhere else in Blender.

Pull Request: https://projects.blender.org/blender/blender/pulls/134411
This commit is contained in:
Brecht Van Lommel
2025-02-11 17:15:28 +01:00
parent 1d743e2082
commit 77a7c68c9d

View File

@@ -46,15 +46,13 @@ void WorldData::init()
data_.clear();
float intensity = 1.0f;
float exposure = 1.0f;
pxr::GfVec3f color(1.0f, 1.0f, 1.0f);
pxr::SdfAssetPath texture_file;
if (scene_delegate_->shading_settings.use_scene_world) {
const World *world = scene_delegate_->scene->world;
pxr::GfVec3f color(1.0f, 1.0f, 1.0f);
ID_LOG(1, "%s", world->id.name);
exposure = world->exposure;
if (world->use_nodes) {
/* TODO: Create nodes parsing system */
@@ -133,8 +131,7 @@ void WorldData::init()
data_[pxr::UsdLuxTokens->orientToStageUpAxis] = true;
data_[pxr::HdLightTokens->intensity] = intensity;
data_[pxr::HdLightTokens->exposure] = exposure;
data_[pxr::HdLightTokens->color] = color;
data_[pxr::HdLightTokens->color] = pxr::GfVec3f(1.0f, 1.0f, 1.0f);
data_[pxr::HdLightTokens->textureFile] = texture_file;
write_transform();