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Feature Request: Selective Texture Export for Verge3D glTF

Home Forums Graphics / Blender Feature Request: Selective Texture Export for Verge3D glTF

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  • #80074
    madbat
    Customer

    I have a question about whether it is possible to change so that when you export to Verge3D glTF, I want it to only export the textures that are linked in the shader node and that have EEVEE as the material output.

    See the picture I sent with this message, in this case no textures would be exported to Verge3D.

    While we’re at it, wouldn’t it be great if you could rescale the textures upon export so that you can have high-resolution textures in Blender, and they become low-resolution in Verge3D.

    But I could use the simplify function for this.

    See the picture I sent with this message.

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    #80085

    Hi madbat,

    Indeed, the current behavior is that Verge3D picks up the active (selected) output node and renders it, but all textures connected to an inactive output are still loaded by the engine even if they are not used. It is of course inefficient but such the case is rather rare, so it is not a high priority for us at the moment (may be later).

    As of automatic texture resizing upon export, I agree it would be nice to have but it would slow down the export somewhat, and it can unexpectedly hurt the quality of resized images. :unsure:

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    #80087
    madbat
    Customer

    Hi Yuri
    I understand that there are other things that are more important.

    But it would be great if you could have a workflow where you have options on what you want to do with the output, often you want to be able to render out cycle animation or images from the blend file.

    Think a bit like you get a non-destructive workflow.

    Hope you have time to look at this and prioritize it because it would make verg3d the best tool for web 3D.

    // Patrik

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