Closed enzyme69 closed 5 years ago
Here is the Blend file to play with. Please use Blender 2.8 Beta.
I tested with material only with Albedo and Normal, seems like not getting error. But if I am also adding textures for both Metalness and Roughness, it gives the error.
Is it still the norm that Metalness and Roughness is coming from a single material and it automatically takes the R and G?
After investigation so far:
If I separate RGB and plugging it into Roughness and Metalness, I am not getting error and it seems to export a texture to either Metalness or Roughness. It's blue color.
This is promising.
And... also curious on where to plug Occlusion map in Principled? Hmm... 🤔
@enzyme69
Is it still the norm that Metalness and Roughness is coming from a single material and it automatically takes the R and G?
From what I understand from https://www.khronos.org/blog/art-pipeline-for-gltf, RGB
translates to ORM
, so:
R = Ambient Occlusion G = Roughness B = Metallic
At least, I think it's supposed to work that way; I've also been having issues getting this to work in the Blender/Exporter Beta.
I'm also not sure if it's supposed to be automatic or if you need to run it through the Separate RGB
node, but I've been seeing some node configuration demos using the latter.
@enzyme69 Thanks for this sample. The "channels full" error should be fixed now (at least on the master branch here, I'm not sure if it's in Blender yet).
Also, you have the correct type of normal map here, but it's wired incorrectly in your node setup (the documentation isn't written yet, please bear with us). You have a purple node named "Bump" that should be replaced with a different node called "Normal Map".
The two nodes take very different types of images. The "height" channel of the Bump node wants a grayscale image with dark valleys and bright peaks. But glTF doesn't accept those, glTF wants a Tangent-space Normal Map. You're in luck, as you already have one in this blend project. It's the purplish image that looks like a red light is shining in from the right (+X), a green light is shining down from the top (+Y) and a blue light is shining face-on to the image (+Z). Hook that up to the Normal Map node, and Blender should show it to you correctly.
@UX3D-nopper I do still see an export bug here in master
. The blend file has separate grayscale images for metallic
and roughness
, but, the roughness ends up in R
and the metallic ends up in both G
and B
, even after the fix in #139. Not sure why.
I am testing Blender 2.8 Beta, it seems to have GLB and GLTF exporter.
Scene is simple, just Principles with some PBR textures: albedo, metalness, etc.
Getting this error:
I am wondering if I am doing it correctly? Is there documentation?