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:
@@ -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();
|
||||
|
||||
Reference in New Issue
Block a user