What steps will reproduce the problem?
1. Create a object with a blinn shader, defaults to 0.3 spec. eccentricity
2. Export using OpenCollada Maya
What is the expected output? What do you see instead?
- Expected result: convert eccentricity to shininess
From trial and error I found the relationship to be something like:
shininess = (1.0 - eccentricity) * 128
It seems maya's blinn is actually Torrance-Sparrow, see
http://forums.cgsociety.org/showthread.php?t=811124
- Actual result: The dae file has shininess directly as 0.3
What version of the product are you using? On what operating system?
1.3.0.788M
Please provide any additional information below.
If possible, please provide a sample file that can be used to reproduce the
problem.
Original issue reported on code.google.com by pelle.jo...@gmail.com on 29 May 2011 at 11:07
Original issue reported on code.google.com by
pelle.jo...@gmail.com
on 29 May 2011 at 11:07