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Questions on embedded GLTF PBR Texture #38
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@enzyme69 do you have a sample model that repros this issue? |
@kcoley This is the one: Maybe the texture itself is problematic. Just now, I convert all the PNG into JPG and works! |
So the texture it's failing on is the Ambient Occlusion png, which has 4 channels. The I think if you change your ao.png to only be 3 channels, it should work |
@enzyme69 yes what @ox says is correct since the logic initially assumes that you are using an ORM texture (occlusion: r, roughness: g, metallic: b). The texture logic definitely needs refactoring. I will look into that later today to make it more robust. But in the meantime, @ox solution should work. |
Also something interesting I found with RGBA and RGB, try the model below: For some PNG, it gives this weird flipped overlapping material on the USDZ after conversion. Again this is seems to be RGBA related. If I save PNG as RGB, it works good. |
@kcoley Do you mean in the Blender material node itself, I could have **Roughness - Metalness -Occlusion (**greyscale) plug into RGB node which will translate into GLTF and works with your conversion? |
I recently merged a change to remove alpha channel based on alpha mode: #93 |
Just now, I exported GLTF material from Blender, and during conversion, I am getting this error:
So far, I have tested 3D GLTF from Sketchfab only and never had issue. Only today I am setting up the shader based on GLTF Blend example. Then I exported the object and getting an error. It does not seem to like RGBA, maybe I should change it to JPG?
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