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GLTF 2.0 Update – Material setup in Blender?

Home Forums General Questions GLTF 2.0 Update – Material setup in Blender?

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  • #78714
    domjasper
    Customer

    Hello,

    I noticed in this forum post, glTF export can now handle node-based materials.

    What exactly does this mean? Do we still have to follow this node setup? Or can we use any node setup now?

    #78726
    kdv
    Participant

    glTF export can now handle node-based materials

    Nope. glTF 2.0 compatible materials (aka PBR materials or MeshStandardMaterial) still require using Principled BSDF as usual.

    glTF and USDZ export can now handle node-based materials

    this applies only to two puzzles: export to USDZ and export to glTF.

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #78727
    domjasper
    Customer

    Hi KDV,

    Thank you for the info. Would a material set up like this (attached image) therefore now be supported in terms of exporting from verge3D as a GLTF file? It doesn’t seem to work for me, do you know why that might be?

    • This reply was modified 1 week, 1 day ago by domjasper.
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    #78734
    kdv
    Participant

    this node setup won’t work for glTF 2.0 compatible material. and you’d better avoid using Bump node. the result will be not so good as you are expecting (no AA at all).

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

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