I discovered a strange bug where enabling the "use material properties" flag of a gltfscene op causes all objects connected to a preceding pbrmaterial op to lose certain material properties (like metallicity) until the flag is disabled and the patch is saved and reloaded.
In this patch there are two identical setups with a skull comprising of two gltfscene objects, and a sphere.
In both cases the two gltfscenes and the sphere are connected to a pbr material op.
In both cases the material is identical.
However on the right side the "SM_mandible" gtlfscene has "use material properties" checked, and the material used for all 3 objects (the two gltfscenes and the sphere) is "broken".
Unchecking "use material properties" inside that op has no effect, until the patch is saved and reloaded.
Note: the gltf files used in this example patch do not have any material set up in the file itself. This might cause the issue? I did not verify with an object that would have a material defined inside the gltf file.
I discovered a strange bug where enabling the "use material properties" flag of a gltfscene op causes all objects connected to a preceding pbrmaterial op to lose certain material properties (like metallicity) until the flag is disabled and the patch is saved and reloaded.
Here's an example patch showing the issue:
https://dev.cables.gl/p/mAbL7k
In this patch there are two identical setups with a skull comprising of two gltfscene objects, and a sphere.
In both cases the two gltfscenes and the sphere are connected to a pbr material op.
In both cases the material is identical.
However on the right side the "SM_mandible" gtlfscene has "use material properties" checked, and the material used for all 3 objects (the two gltfscenes and the sphere) is "broken".
Unchecking "use material properties" inside that op has no effect, until the patch is saved and reloaded.
Note: the gltf files used in this example patch do not have any material set up in the file itself. This might cause the issue? I did not verify with an object that would have a material defined inside the gltf file.