Comments (6)
Thank you for your detailed response. That information helps a lot and I will be able to bring it to the Blender BOFs during SIGGRAPH. I see that knowing the target and how you are going to get there is still very important.
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Okay, I analyzed the model regarding geometry:
The screenshot is from the edit mode from the front roof. Also, I enabled face normal rendering. As you can see - the normals are not correct. The reason, why Blender renders this correct is, that the mesh is marked double sided.
I assume, the rest of the geometry artifacts are the same.
As described in the user documentation, the double sided flag comes from the material and not the mesh.
https://github.com/KhronosGroup/glTF-Blender-Exporter/blob/master/docs/user.md
Thats the reason, why you have these artifacts.
How to solve this? Recalculate/set the normals at the errenous places.
Appearance:
Also mentioned in the docs, the Blender material is not a PBR glTF 2.0 material and so no materials are exported. This means, the default material is used. So all color, texture information, alpha etc. gets lost.
To summarize:
- It is not a viewer and/or exporter bug.
- The scene needs some rework to render properly.
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Thanks a lot that you took so much time to investigate this. Sorry, that I cannot help u further.
There will be an extension to glTF 2.0, called KHR_materials_cmnBlinnPhong. With this extension, it will also be possbile to export these materials as well.
Meanwhile, you need to convert the materials to PBR ones.
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Maybe you have a look at this:
#53
We received a pull request, that as much PBR materials as possible are exported - without breaking the metallic roughness workflow.
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Hi, I'm experiencing a similar issue with transparent materials when exporting them to .glb
format. I tried exporting the sample polly scene to binary format and then loaded it with http://sandbox.babylonjs.com. Interestingly the transparent display doesn't appear transparent when I export the polly scene, however it does appear transparent when I load the glTF-Blender-Exporter/polly/project_polly.glb
file. I installed the glTF exporter add-on corresponding to master (commit 504a525) and I was using Blender 2.79b 2018-03-22 for Mac. I was running macOS High Sierra 10.13.4. I checked the Export materials
check-box is marked when doing the export and the other materials look apparently correct, should I enable other export settings maybe?
Thanks for all the great work!
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@MiguelAlgaba thanks for catching this — I've filed a new issue: #199
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Related Issues (20)
- wrong scale units HOT 6
- Emission node not working
- Glass? .. Can anyone explain how to do it?` HOT 15
- Animation not appearing right HOT 3
- Exported animation keys are off by one HOT 2
- NormalScale and Roughness texture not working in VR windows mixed reality home environment HOT 6
- Compressed texture are not exported HOT 2
- Use GLTF_COMPONENT_TYPE_UNSIGNED_SHORT for < 256 indices meshes
- Exporting from the command line HOT 2
- Image Data Block ID indexing HOT 4
- Material parameters not exporting with glTF2_Principled shader HOT 2
- BasicColorFactor Animation not exporting HOT 7
- Optional enabling/disabling of the lights exports HOT 2
- Export Extras option is not working. HOT 4
- UV Unwrap gets messed up HOT 1
- Blender 2.8 Beta GLTF and GLB export... is not working / broken HOT 1
- Bones "Inherit Rotation" property is ignored. HOT 2
- doesn't export material properly (pbrMetallicRoughness node is empty) from Blender 2.8 properly HOT 5
- Feature request: Export scene.extras HOT 1
- Exported GLTF is always black HOT 2
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