From a685918e1012639cdaea134ee83e9e2de627aaec Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Mon, 6 Nov 2023 23:57:54 +0100 Subject: [PATCH] Add default value for material `Sphere Mask` node to create blob gradient around UV center #1830 --- .../Tools/MaterialGenerator/MaterialGenerator.Material.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/Source/Engine/Tools/MaterialGenerator/MaterialGenerator.Material.cpp b/Source/Engine/Tools/MaterialGenerator/MaterialGenerator.Material.cpp index 8aa300731..830a2ab06 100644 --- a/Source/Engine/Tools/MaterialGenerator/MaterialGenerator.Material.cpp +++ b/Source/Engine/Tools/MaterialGenerator/MaterialGenerator.Material.cpp @@ -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();