2022-06-28 at 11:48 pm #53728
I have this chair model that needs to export glTF2.0 compatible glb files but it has been failing every time, the usdz export works great. After testing 100 features it seems that disconnecting R output to AiStandard Specular fixes it and allows for export of glb. So it seems that the single channel of an ORM texture can only be connected to one input attribute and not two?
Will test this on a sphere, but this seems to be a new problem as I have exported the 2.0 glb files before using puzzles. Using the new Verge3D v4.0.1, and Maya2020.
Jon Tojek2022-06-29 at 12:32 am #53734
I was able to repeat this behavior with the simple Verge3D demo cube, only adding my ORM packed texture png format. Here is the zipped Verge3D application with Maya file (app02_test.zip). Right now the Red channel of my ORM texture is connected to both Base Weight, and Specular Weight, so the Puzzle will not export a glb file. If you disconnect from either of those aiStandard attributes, then the glb does export.
Next I will check if it is my ORM texture, which came from Substance Painter, and was modified with Nuke.
Jon Tojek2022-06-29 at 8:39 am #53746Alexander KovelenovStaff2022-06-29 at 4:45 pm #53757
Thank you for looking at the file, and when you say working fine, did the final step of running the Verge3D app called app02_test activate the puzzle to export the glTF 2.0 compatible glb file for you? That is the important step failing for me.
When I open this example zip, then open the maya file, Verge3D -> Run App Manager, Verge3D -> Export glTF, then in chrome browser run my App called app02_test.html, yes the model shows up fine in browser. It just does not export my clean glb. Then as the next step, I merely disconnect the Red channel texture output from Specular, so that Occlusion channel is only going into Base Weight, then export, then run app. Finally the export glb puzzle activates and works.
I did watch for messages in the output window and script editor, but there was no information, here is a screen grab. Today I will try this again with Maya Standard Surface instead.
Thank you, Jon Tojek
- You must be logged in to reply to this topic.