glTF Materials (glTF 2.0-compliant PBR)
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.
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.
- Connect an Image Texture node to the Base Color input of the Principled BSDF node. Color Space of the texture must be set to sRGB.
- Connect Image Texture and Separate RGB nodes to the Metallic and Roughness inputs of the Principled BSDF node. For optimal loading and rendering of the PBR shader you should pack your occlusion, roughness and metallic textures into R, G and B channels of a single texture respectively. To enable occlusion rendering, your texture name should contain the "occlusion" substring in it. The Color Space setting of this texture must be set to Non-Color.
- Connect a Normal Map texture to the Normal input of the Principled BSDF node and an Image Texture node to that Normal Map node. The Color Space parameter of the texture must be set to Non-Color. You can also tune the normal map strength by using the Strength option.
- Connect an Image Texture node to the Emission input of the Principled BSDF node. Color Space of the texture must be set to sRGB.
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
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\* folder (create if not).
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.
Feel free to ask on the forums!