In case anybody else is curious about low-level Blender stuff I’ll be posting some experiments here.
For now these Python snippets are only meant for the very brave – and require hacking directly on the FBX addon code (so if attempting please make a backup of your originals first).
** Specular/Shininess Hack** (tested with 2.7.4)
– enables two extreme Specular Hardness values to trigger workarounds during the FBX export process. In particular this seems to mitigate HiFi’s issue where transparent objects are imported to have “blinding” levels of shininess, but the workarounds can also be used on solid materials. Once the hack is in place the special values are set as usual in the UI:
- Hardness == 511: will attempt to export a reasonable “matte” finish – ie: something with some light responsiveness, but nothing describable as shiny
- Hardness == 510: attempts to defeat specular highlighting entirely (using invalid FBX values that violate even the de facto FBX standards being used, but that do seem to achieve the desired result when imported into HiFi)
- Code Snippet: _export_fbx_bin.py – which is meant to replace the entire
if mat_type == b"Phong":code block starting at line 1242, within the
def fbx_data_material_elements(root, mat, scene_data):method.