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Fixed 3dsmax exporter to align with new shadows

David Catuhe 8 rokov pred
rodič
commit
d885d0ae4b

+ 2 - 2
Exporters/3ds Max/BabylonExport.Entities/BabylonShadowGenerator.cs

@@ -15,13 +15,13 @@ namespace BabylonExport.Entities
         public string lightId { get; set; }
 
         [DataMember]
-        public bool useVarianceShadowMap { get; set; }
+        public bool useExponentialShadowMap { get; set; }
 
         [DataMember]
         public bool usePoissonSampling { get; set; }
 
         [DataMember]
-        public bool useBlurVarianceShadowMap { get; set; }
+        public bool useBlurExponentialShadowMap { get; set; }
 
         [DataMember]
         public float darkness { get; set; }

+ 5 - 5
Exporters/3ds Max/Max2Babylon/Exporter/BabylonExporter.ShadowGenerator.cs

@@ -20,7 +20,7 @@ namespace Max2Babylon
             babylonShadowGenerator.bias = lightNode.GetFloatProperty("babylonjs_shadows_bias", 0.00005f);
             babylonShadowGenerator.forceBackFacesOnly = lightNode.GetBoolProperty("babylonjs_forcebackfaces");
 
-            var shadowsType = lightNode.GetStringProperty("babylonjs_shadows_type", "Blurred Variance");
+            var shadowsType = lightNode.GetStringProperty("babylonjs_shadows_type", "Blurred ESM");
 
             switch (shadowsType)
             {
@@ -29,11 +29,11 @@ namespace Max2Babylon
                 case "Poisson Sampling":
                     babylonShadowGenerator.usePoissonSampling = true;
                     break;
-                case "Variance":
-                    babylonShadowGenerator.useVarianceShadowMap = true;
+                case "ESM":
+                    babylonShadowGenerator.useExponentialShadowMap = true;
                     break;
-                case"Blurred Variance":
-                    babylonShadowGenerator.useBlurVarianceShadowMap = true;
+                case"Blurred ESM":
+                    babylonShadowGenerator.useBlurExponentialShadowMap = true;
                     babylonShadowGenerator.blurScale = lightNode.GetFloatProperty("babylonjs_shadows_blurScale", 2);
                     babylonShadowGenerator.blurBoxOffset = lightNode.GetFloatProperty("babylonjs_shadows_blurBoxOffset", 1);
                     break;

+ 2 - 2
Exporters/3ds Max/Max2Babylon/Forms/LightPropertiesForm.Designer.cs

@@ -347,8 +347,8 @@
             this.cbCameraType.Items.AddRange(new object[] {
             "Hard shadows",
             "Poisson Sampling",
-            "Variance",
-            "Blurred Variance"});
+            "ESM",
+            "Blurred ESM"});
             this.cbCameraType.Location = new System.Drawing.Point(21, 108);
             this.cbCameraType.Name = "cbCameraType";
             this.cbCameraType.Size = new System.Drawing.Size(289, 21);

+ 1 - 1
Exporters/3ds Max/Max2Babylon/Forms/LightPropertiesForm.cs

@@ -36,7 +36,7 @@ namespace Max2Babylon
             Tools.PrepareNumericUpDown(nupBias, lights, "babylonjs_shadows_bias", 0.00005f);
             Tools.PrepareNumericUpDown(nupBlurScale, lights, "babylonjs_shadows_blurScale", 2);
             Tools.PrepareNumericUpDown(nupBlurBoxOffset, lights, "babylonjs_shadows_blurBoxOffset", 1);
-            Tools.PrepareComboBox(cbCameraType, lights[0], "babylonjs_shadows_type", "Blurred Variance");
+            Tools.PrepareComboBox(cbCameraType, lights[0], "babylonjs_shadows_type", "Blurred ESM");
         }
 
         private void butOK_Click(object sender, EventArgs e)