glTF Materials (glTF 2.0-compliant PBR) / Blender

If your content needs to be compatible with glTF 2.0 standard for some reason, you can use simple material setup based on the Principled BSDF shader node.

Texture Packing

The glTF 2.0 standard requires that you pack the PBR components of materials in a single image (aka ORM texture):

Setting up

Add the Princlipled BSDF shader node to your material and enable the glTF 2.0 compatible checker located on the Verge3D Settings panel.

You can connect texture nodes to the Princlipled BSDF node as described below. Note that all textures are optional and any of them can be safely omitted.

You can also use the Alpha input to tune your material transparency.

To see the preview of the Principled BSDF shader in the Blender viewport, you can set the display method of the 3D View to Rendering or just preview your scene in Verge3D with the Sneak Peak button on the same panel.

Exporting Textures from Substance Painter

The models and the baked normal and occlusion maps (if any) can be loaded in Substance Painter via OBJ format.

Overall 3 maps are produced in this software in the end: base color/transparency, occlusion/roughness/metallic and normal.

To facilitate exporting textures from Substance Painter and to ensure maximum capabilities within the Verge3D engine we recommend using Verge3D export preset. Place this preset file to the export-presets folder usually located in the My Documents\Allegorithmic\Substance Painter\shelf\ directory (create it if does not exist).

When exporting textures from Substance Painter, choose Verge3d for Blender the export dialog window so that all generated textures are compatible with the glTF 2.0 standard Verge3D is based on.

Got Questions?

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