Babylon Blender Exporter material not exporting correctly

I’ve got an object in my world whose material doesn’t seem to be exporting properly with the Blender Babylon exporter, however if I export as .glb it works fine.

This is what it looks like when exported with babylon exporter (no texture):

And this is what I get when exporting it as glb:

This is the log file:

Exporter version: 2.93.4, Blender version: 2.93.3
========= Conversion from Blender to Babylon.js =========
	Scene settings used :
		Inline textures     :  false
		Material Type       :  PBR
		Positions Precision :  4
		Normals Precision   :  3
		UVs Precision       :  3
		Vert Color Precision:  3
		Mat Weight Precision:  2
		Keep Z-up r-handed  :  no
		Texture directory   :  C:\Users\Mics\Desktop\maps\
	Python World class constructor completed
	WARNING: No active camera has been assigned, or is not in a currently enabled collection
	processing begun of mesh:  Table
		processing begun of material:  wood-top
			WARNING: unsupported node type(NodeReroute) will trigger baking
		processing begun of material:  wood-leg
			WARNING: unsupported node type(NodeReroute) will trigger baking
			WARNING: Metal channel baking required, but not possible, ignored
			WARNING: Roughness channel baking required, but not possible, ignored
			WARNING: Refraction channel baking required, but not possible, ignored
			Baking texture, type: DIFFUSE, mapped using: BakingUV
			processing texture Table_baked_DIFFUSE
				texture type:  diffuseTexture, mapped using: "BakingUV"
			Diffuse / albeto channel baked
			Baking texture, type: EMIT, mapped using: BakingUV
			processing texture Table_baked_EMIT
				texture type:  emissiveTexture, mapped using: "BakingUV"
			emissive channel baked
			Baking texture, type: GLOSSY, mapped using: BakingUV
			processing texture Table_baked_GLOSSY
				texture type:  specularTexture, mapped using: "BakingUV"
			specular channel baked
			bake time:  0 min, 26.9644 secs
		Custom split normals with tangents being used
		num positions      :  490
		num normals        :  490
		num tangents       :  1960
		num uvs            :  980
		num uvs2           :  0
		num colors         :  0
		num triangles      :  324
	processing begun of light (DIRECTIONAL):  Sun
========= Writing of JSON file started =========
	writing mesh:  Table
========= Writing of JSON file completed =========
========= end of processing =========
elapsed time:  0 min, 26.9983 secs

I can upload the .blend file if required, just haven’t done so to this post because it’s larger than the 4mb limit.

Is this a limitation of the exporter (NodeReroute node types)? Will it be coming in a future version, or how could I get around this?

First, by default the textures are embedded in GLB. They can also be for the Blender exporter, but need to turn on. While in dev for a material that needs baked actually better to be external.

Start by posting the various texture files generated in the same directory as the .babylon file. If you are showing pictures from the sandbox, these files also need to be selected.

Your picture of just the geometry is also very dark.

1 Like

If you could share the .blend files I’d be happy to take a look! :smiley:

It’s probably your material node tree which have to be tweaked.

@sairens hi! Were you able to get it working? :slight_smile: