Add default value for material Sphere Mask node to create blob gradient around UV center

#1830
This commit is contained in:
Wojtek Figat
2023-11-06 23:57:54 +01:00
parent 47ca4228dd
commit a685918e10

View File

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