added Blender material slots names in FBX loader
@@ -319,7 +319,7 @@ async fn create_surfaces(
if let Some(texture_path) = texture_path {
let texture = resource_manager.request_texture(texture_path.as_path());
- // Make up your mind, Autodesk.
+ // Make up your mind, Autodesk and Blender.
// Handle all possible combinations of links to auto-import materials.
let name_usage = if name.contains("AmbientColor")
|| name.contains("ambient_color")
@@ -327,9 +327,16 @@ async fn create_surfaces(
Some(("aoTexture", SamplerFallback::White))
} else if name.contains("DiffuseColor") || name.contains("diffuse_color") {
Some(("diffuseTexture", SamplerFallback::White))
- } else if name.contains("MetalnessMap") || name.contains("metalness_map") {
+ } else if name.contains("MetalnessMap")
+ || name.contains("metalness_map")
+ || name.contains("ReflectionFactor")
+ {
Some(("metallicTexture", SamplerFallback::Black))
- } else if name.contains("RoughnessMap") || name.contains("roughness_map") {
+ } else if name.contains("RoughnessMap")
+ || name.contains("roughness_map")
+ || name.contains("Shininess")
+ || name.contains("ShininessExponent")
+ {
Some(("roughnessTexture", SamplerFallback::White))
} else if name.contains("Bump")
|| name.contains("bump_map")
