Hello folks,
It seems like the glTF exporter only considers the first 2 UV channels.
We have a material that needs 3 different channels, as seen in this screenshot.
UV0: Albedo Texture - tileable, for the metal surface
UV1: Bump Texture - for the “BUBEN & ZÖRWEG” lettering
UV2: Ambient Occlusion Texture - this is a combined texture for multiple meshes, that uses a certain area of the image for each mesh
As a result the exported glb file not only doesn’t show the UV2 texture, it also creates an error, leading to an exception when trying to open the exported glb file in googles model-viewer, which we use for augmented reality.
glTF does support up to 6 UV channels AFAIK and as I’ve noticed the glTF loader also loads all 6, so why not exporting all of them as well if used (considering exportUnusedUVs
flag)?
Looking forward to your response,
Markus