Home › Forums › Graphics / Blender › Principled BSDF and Gltf Export
- This topic has 6 replies, 2 voices, and was last updated 4 months, 2 weeks ago by chirio.
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2024-08-05 at 8:47 am #76377chirioParticipant
Hi there,
I’m using Blender 4.1.1. and Verge 4.6.0. on Windows.
When I try to look at my scene or even the dark template, objects with principled BSDF disappear, as soon as i export the scene to gltf. I’m really puzzled. Any ideas why that might be?
I even tried a scene from a friend. It works until i do a gltf export on both of my PCs.Attachments:
You must be logged in to view attached files.2024-08-05 at 8:56 am #76380kdvParticipantpress F12 in your browser.
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.
2024-08-05 at 9:05 am #76381chirioParticipantI get lots of errors, but I don’t have a clue what any of this means.
v3d.js:1 Verge3D 4.2.0 for Blender (License, WebGL 2.0)
v3d.js:1 v3d.WebGLTextures: sRGB encoded textures have to use RGBAFormat and UnsignedByteType.
ne @ v3d.js:1
v3d.js:1 v3d.WebGLProgram: shader error: 0 35715 false gl.getProgramInfoLog Fragment shader is not compiled.
ERROR: 0:2799: ‘node_bsdf_principled’ : no matching overloaded function found1: #version 300 es
2: #define varying in
3: layout(location = 0) out highp vec4 pc_fragColor;
4: #define gl_FragColor pc_fragColor
5: #define gl_FragDepthEXT gl_FragDepth
6: #define texture2D texture
7: #define textureCube texture
8: #define texture2DProj textureProj
9: #define texture2DLodEXT textureLod
10: #define texture2DProjLodEXT textureProjLod
11: #define textureCubeLodEXT textureLod
12: #define texture2DGradEXT textureGrad
13: #define texture2DProjGradEXT textureProjGrad
14: #define textureCubeGradEXT textureGrad
15: precision highp float;
16: precision highp int;
17: #define HIGH_PRECISION
18: #define SHADER_NAME MeshNodeMaterial
19: #define LIGHT_PATH_IS_CAM_RAY 1
20: #define WORLD_NODES 0
21: #define NORMAL_OUTPUT 0
22: #define NODE_RGB_NUM 1
23: #define NODE_VALUE_NUM 0
24: #define NODE_TEX_COORD_NUM 0
25: #define NODE_RGB_BL
26: #define NODE_NORMAL
27: #define NODE_BSDF_PRINCIPLED_BL
28: #define NODE_OUTPUT_MATERIAL_BL
29: #define MT_BLENDER
30: #define COMPAT_USE_SPEC_ENV_BLENDER_APPROX
31: #define USE_ENVMAP
32: #define ENVMAP_TYPE_CUBE_UV
33: #define ENVMAP_MODE_REFLECTION
34: #define ENVMAP_BLENDING_NONE
35: #define cubeUV_maxTileSize 256.0
36: #define USE_SHADOWMAP
37: #define SHADOWMAP_TYPE_PCF_POISSON_DISK
38: #define PHYSICALLY_CORRECT_LIGHTS
39: #define TEXTURE_LOD_EXT
40: #define UNITS_SCALE_FACTOR 1.0
41: uniform mat4 viewMatrix;
42: uniform vec3 cameraPosition;
43: uniform bool isOrthographic;
44: #define TONE_MAPPING
45: #ifndef saturate
46: #define saturate(a) clamp(a, 0.0, 1.0)
47: #endif
48: uniform float toneMappingExposure;
49: uniform float toneMappingMidTones;
50: uniform float toneMappingPhysicalScale;
51: uniform float toneMappingBrightness;
52: uniform float toneMappingContrast;
53: uniform bool toneMappingChromaticAdaptation;
54: uniform vec3 toneMappingWhiteColor;
55: uniform bool toneMappingColorDifferentiation;
56: uniform bool toneMappingExteriorDaylight;
57: uniform vec3 toneMappingWhiteBalance;
58: uniform float toneMappingHighlights;
59: uniform float toneMappingShadows;
60: uniform float toneMappingSaturation;
61: uniform float toneMappingAperture;
62: uniform float toneMappingShutter;
63: uniform float toneMappingISO;
64: uniform float toneMappingVignetting;
65: uniform vec2 toneMappingResolution;
66: const float FILMIC_BLENDER_LOG_MIN = -12.473931188;
67: const float FILMIC_BLENDER_LOG_MAX = 12.526068812;
68: const float FILMIC_BLENDER_EXPOSURE_LATITUDE_RATIO = 0.66;
69: vec3 LinearToneMapping(vec3 color) {
70: return toneMappingExposure * color;
71: }
72: vec3 ReinhardToneMapping(vec3 color) {
73: color *= toneMappingExposure;
74: return saturate(color / (vec3(1.0) + color));
75: }
76: vec3 OptimizedCineonToneMapping(vec3 color) {
77: color *= toneMappingExposure;
78: color = max(vec3(0.0), color – 0.004);
79: return pow((color * (6.2 * color + 0.5)) / (color * (6.2 * color + 1.7) + 0.06), vec3(2.2));
80: }
81: vec3 RRTAndODTFit(vec3 v) {
82: vec3 a = v * (v + 0.0245786) – 0.000090537;
83: vec3 b = v * (0.983729 * v + 0.4329510) + 0.238081;
84: return a / b;
85: }
86: vec3 ACESFilmicToneMapping(vec3 color) {
87: const mat3 ACESInputMat = mat3(
88: vec3(0.59719, 0.07600, 0.02840),
89: vec3(0.35458, 0.90834, 0.13383),
90: vec3(0.04823, 0.01566, 0.83777)
91: );
92: const mat3 ACESOutputMat = mat3(
93: vec3( 1.60475, -0.10208, -0.00327),
94: vec3(-0.53108, 1.10813, -0.07276),
95: vec3(-0.07367, -0.00605, 1.07602)
96: );
97: color *= toneMappingExposure / 0.6;
98: color = ACESInputMat * color;
99: color = RRTAndODTFit(color);
100: color = ACESOutputMat * color;
101: return saturate(color);
102: }
103: vec3 CustomToneMapping(vec3 color) { return color; }
104: #define ORDERS_OF_MAG 5.0
105: #define PI_TONE 3.14159265359
106: float toneCalcBrightness(in vec3 color)
107: {
108: return (abs(color.r) * 0.263 + abs(color.g) * 0.655 + abs(color.b) * 0.082);
109: }
110: float toneApproximateScotopicLuminance(vec3 color)
111: {
112: return (0.062 * color.r + 0.608 * color.g + 0.330 * color.b);
113: }
114: vec3 LogarithmicMaxToneMapping(vec3 color) {
115: float inputScaleFactor = toneMappingPhysicalScale / PI_TONE;
116: float brightness = (toneMappingBrightness < 0.0) ? 0.0 : (toneMappingBrightness * 0.7);
117: float powerBot = toneMappingExteriorDaylight ? 4.0 : 2.0;
118: float res = 100.0 / ORDERS_OF_MAG;
119: float mag = floor((50.0 / res));
120: float power = ((brightness / 20.0 – ORDERS_OF_MAG) – powerBot) + mag;
121: float stepsize = 9.0 / res;
122: float step = 50.0 – (mag * res);
123: float param_c = (0.02 * toneMappingContrast) * 2.0;
124: float param_b = pow(10.0, power) * (1.0 + (stepsize * step));
125: float param_a = param_b * (1.0 + param_c);
126: param_c /= pow(2.0, toneMappingMidTones – 1.0);
127: param_b *= PI_TONE;
128: vec3 whiteConstancyFactor = toneMappingWhiteColor;
129: if (toneMappingChromaticAdaptation) {
130: float luminance = toneCalcBrightness(whiteConsta2024-08-05 at 9:09 am #76382kdvParticipantv3d.js:1 Verge3D 4.2.0 for Blender (License, WebGL 2.0)
The clue is here.
v3d.js 4.2.0 is not campatible with Blender 4.x
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.
2024-08-05 at 9:17 am #76383chirioParticipantBut I have Verge3D 4.6.0 installed…
Attachments:
You must be logged in to view attached files.2024-08-05 at 9:21 am #76385kdvParticipantv3d.js is outdated in the folder where you export your model.
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.
2024-08-05 at 9:31 am #76393chirioParticipantWell I tried the update function in the App Manager. This seemed to work for now.
Thanks! -
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