Add default value for material Sphere Mask node to create blob gradient around UV center
#1830
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@@ -393,8 +393,8 @@ void MaterialGenerator::ProcessGroupMaterial(Box* box, Node* node, Value& value)
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// Sphere Mask
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case 28:
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{
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const auto a = tryGetValue(node->GetBox(0), 0, Value::Zero);
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const auto b = tryGetValue(node->GetBox(1), 1, Value::Zero).Cast(a.Type);
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const auto a = tryGetValue(node->GetBox(0), getUVs);
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const auto b = tryGetValue(node->GetBox(1), Value::Half).Cast(a.Type);
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const auto radius = tryGetValue(node->GetBox(2), node->Values[0]).AsFloat();
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const auto hardness = tryGetValue(node->GetBox(3), node->Values[1]).AsFloat();
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const auto invert = tryGetValue(node->GetBox(4), node->Values[2]).AsBool();
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