don't flip invertroughness on by default

This commit is contained in:
AzaezelX 2026-02-24 17:03:12 -06:00
parent 5981154102
commit 2b6b56d0d9
2 changed files with 5 additions and 5 deletions

View file

@ -3003,7 +3003,7 @@ Torque::Path AssetImporter::importMaterialAsset(AssetImportObject* assetItem)
if (hasRoughness)
{
newMat->mInvertRoughness[0] = true;
newMat->mInvertRoughness[0] = false;
}
newAsset->addObject(newMat);

View file

@ -206,15 +206,15 @@ void AssimpAppMaterial::initMaterial(const Torque::Path& path, Material* mat) co
if (rmName.isNotEmpty())
{
mat->_setRoughMap(cleanTextureName(rmName, cleanFile, path, false), 0); // Roughness
mat->mRoughnessChan[0] = 1.0f;
mat->mInvertRoughness[0] = (floatVal == 1.0f);
mat->mRoughnessChan[0] = 1;
mat->mInvertRoughness[0] = false;
mat->_setMetalMap(cleanTextureName(rmName, cleanFile, path, false), 0); // Metallic
mat->mMetalChan[0] = 2.0f;
mat->mMetalChan[0] = 2;
}
if (aoName.isNotEmpty())
{
mat->_setAOMap(cleanTextureName(aoName, cleanFile, path, false), 0); // occlusion
mat->mAOChan[0] = 0.0f;
mat->mAOChan[0] = 0;
}
else
{