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Bodies split into sheets do not export

Home Forums General Questions Bodies split into sheets do not export

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  • #56948
    vergecurious
    Customer

    Say you have a cylinder. You export the inside as a stl and the outside as a stl. Then import them into Blender and they render fine. When you attempt to export them as a gltf file, zip zero, nothing. What am I missing? All the closed bodies export fine.

    Thanks to all in advance.

    #56956
    xeon
    Customer

    Hi there…tried a few exports of various cylinders to STL using Blender 3.3 and then exporting as GLTF for V3D 4.1.1.

    Case 1.
    Manifold Cylinder – cylinder walls with top and bottom for inner and outer cylinders.
    Export as STL import back into Blender. Export to V3D as GLTF. Loads as expected. Cylinder with nonvisible internal cylinder unless camera moves through the outer cylinder. If Camera is set to be inside the inner cylinder…nothing will be seen as the walls normals are pointed outward.

    Case 2
    Non-manifold cylinder – cylinder walls only no caps. Same export… cylinder walls facing outward are visible. Cylinder walls facing inward are not. This is an expected result.

    My only thoughts are is that you camera is set on the inside of the inner cylinder and thus you are not able to see anything.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    #56990
    vergecurious
    Customer

    Thanks for your quick response. You are correct. After more experimentation it appears that some materials that I have been using for months no longer work in gltf. If you are interested I will keep you posted.

    Are you aware of any changes to what is supported in the way of material nodes?

    #56991
    vergecurious
    Customer

    Well I figured it out. Apparently if you use an image as a base color you can not longer modify it. Every material that has a color modifier fails. There is a weekend I will never get back. lol

    #56993
    xeon
    Customer

    Very interested. So you apply an image texture to the blend cylinder. The devise the cylinder. Export to Stl. Reimport to blender and export to gltf?

    I am unclear as to the procedures to reproduce what you are experiencing. Can you send a file?

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    #56994
    vergecurious
    Customer

    Let me clarify. I was using a cylinder for a concept. It’s a clients file of a gunstock that isn’t ready for release. I was trying to have a black inner surface and a camo outer surface. But it actually has nothing to do with the stl split I did in my own CAD system. It’s a problem with my materials that have a image as a base color. There is not problem with using just a base color or a an image as a base color. The problems start when you try to change the image base color with a mix color modifier. Basically I was taking a white plastic image and applying red to it. It used to work. Now it does not. I guess from now on I’ll have to modify the image in photoshop.

    Have you ever heard of something like this?

    #56995
    xeon
    Customer

    I attempted a Principled BSDF with a simple node tree see attached.
    No issues mixing color …out put is as expected in V3D. Can you show a screen shot of your material nodes?

    Attachments:
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    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    #56998
    vergecurious
    Customer

    The one attached fails every time. Maybe it’s a blender issue?

    Attachments:
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    #57014
    xeon
    Customer

    I created a version of your shader see attached and its working in Blender and in V3D as expected.
    Based on what you are trying to achieve there may be another issue you are running into.

    Are you trying to create a material such that the outside of the cylinder (gun stock) is camo and the hollowed out center is black?

    If so you could do this by assigning materials the separate materials to faces.

    If you are trying to do this with one material then you may want to try starting with a color ramp that will allow you to put two colors where you want..black on the inside a separate color on the outside and then applying your texture mix to the ramp color on the outside.

    Not sure if I am still fully understanding the issue.
    If you can send me an example file with a cylinder we can work through this quickly. You can email me a link or send a wetransfer to xeon@r66d.com

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    #57017
    vergecurious
    Customer

    I added a blender cube to the file. Applied the material I showed you. zip, zero, nothing. I’d send you the blend file but it’s too large.

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