GLB PBR Runtime Export #344
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Hi @EricBeetsOfficial-Opuscope , The state of export (what is supported and what not) can be found in the documentation->features->Material Export and currently in some more detail in #260 . Support for more PBR features, including occlusion-roughness-metallness, was added with 4.6.0. I still consider export experimental, as it was only tested with the most important shaders of URP/HDRP (Lit mainly). hth |
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Oh .. I probably didn't understand the runtime export. I can reproduce the behaviour:
Indeed, if I switch to the built-in PBR and re-switch to the glTFast PBR, the exporter save the albedo/occlusion/emissive/normal texture.. is that a bug ? Or I maybe do something wrong ? |
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Hi Andreas,
I read the runtime export is still experimental (only albedo and occlusion textures seem to be supported).
Is there a plan to support the fully PBR material for a runtime export (bump seems to be easy to add, but metallic-roughness seems harder ..) ?
Do you have special instructions to try working on a PR for it ?
Thanks in advance,
Regards,
Eric
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