From e82698ac3ad77aef988b010455bc312d84e509f2 Mon Sep 17 00:00:00 2001 From: Ralph Wessel Date: Mon, 14 Oct 2024 11:18:48 +0100 Subject: [PATCH] Shininess in Modeler::Material is 1-100 scale (NB: looks logarithmic but will resolve on advice from GS) --- SpeckleLib/Speckle/Record/Attribute/Finish.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/SpeckleLib/Speckle/Record/Attribute/Finish.cpp b/SpeckleLib/Speckle/Record/Attribute/Finish.cpp index b95652f..86d45dd 100644 --- a/SpeckleLib/Speckle/Record/Attribute/Finish.cpp +++ b/SpeckleLib/Speckle/Record/Attribute/Finish.cpp @@ -128,7 +128,8 @@ Finish::Finish(const ModelerAPI::Material& material) : base{Guid{Guid::fromInt(m attr.material.diffusePc = static_cast(material.GetDiffuseReflection() * 100); attr.material.specularPc = static_cast(material.GetSpecularReflection() * 100); attr.material.transpPc = static_cast(material.GetTransparency() * 100); - attr.material.shine = static_cast(material.GetShining() * 10000); + auto temp = material.GetShining(); + attr.material.shine = static_cast(material.GetShining() * 100); attr.material.transpAtt = static_cast(material.GetTransparencyAttenuation() * 400); attr.material.emissionAtt = static_cast(material.GetEmissionAttenuation() * 65535); copyModelerColor(material.GetSurfaceColor(), attr.material.surfaceRGB);