I need help! Thank you very much!
click Export GLB
the file of glb import sand
the list of textures lose,list not include my textures
I need help! Thank you very much!
Cc @alexchuber
Hey there!
Texture #34 is only used as an opacity texture (for material #35), which is not currently supported in the glTF exporter, since there is no concept of separate opacity textures in glTF. The only way to incorporate an opacity map in glTF is by baking it into the alpha channel of the material’s albedoTexture
(with the material’s alphaMode
set to BLEND
).
As for texture #35, it’s only used as an emissive texture for material #35, which has unlit = true
. When a material is marked as unlit, all textures and colors are ignored on *import except for the material’s albedoColor
and albedoTexture
.
You could circumvent this by assigning texture #35 to the material’s albedoTexture
instead of its emissiveTexture
. It should result same visual effect.
On the glTF exporter side, I’ll see if we can add a feature to automatically 1. assign emissiveTexture
of unlit materials to its albedoTexture
, and 2. bake opacity textures into albedo textures. But I’m not sure how well either will work, since a user might have their own albedo texture that we won’t want to mess with