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GLTF and USDZ exporters issue with AO map

Home Forums Bug Reports and Feature Requests GLTF and USDZ exporters issue with AO map

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  • #56347
    kdv
    Participant

    Verge3D plugin for Blender ignores texture scaling and cannot export AO map for “glTF 2.0 compatible” material. But it’s possible via the built-in “glTF 2.0” exporter. And it works good. Materials look exactly like MeshNodeMaterial. Combined with the compressed geometry a mesh can be loaded really fast https://v3d.net/bec

    But when exported to GLTF via puzzles it looks a little different )))

    Nearly the same story with the USDZ exporter. Looks a little more funny )))

    Any chance that these exporters will be fixed to apply AO map properly?

    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.

    #56359

    we’ll take a look! :good:

    Chief 3D Verger | LinkedIn | Twitter

    #56365
    kdv
    Participant

    Looks like the only way for now is using textures without tiling
    https://github.com/mrdoob/three.js/issues/21906
    The AO map is always tiled as the diffuse map in the Quick Look…

    One more way is creating a tiled canvas before exporting to USDZ. But it encreases the file size significantly.

    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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