Closed NMC-TBone closed 11 months ago
As far as I understand it from the issue. If there is an emissive texture, the diffuse color should not be exported. So why not just check if there is an emissive map before exporting the diffuse color, rather than doing this workaround thing?
Should solve issue #173
Decided to go with this to solve the problem: If RGB = 0 0 0 it won't write the diffuseColor
There is nothing that use diffuse color 0 0 0 except for mirrors. So I added write diffuse function inside the mirrorShader if statement in _emissive_from_nodes function with hardcoded 0 0 0 1 diffuseColor (which is what the mirror material always should have)