The fully functional, reasonably tested, exporter for the new major release of Blender has been published. Right now, the exporter shows being Beta 6.
Located: Exporters/Blender at master · BabylonJS/Exporters · GitHub
When blender 2.80 goes into production, a minor update will occur to change the version to production & move Blender2Babylon-5.6.zip
to the deprecated
directory. The Blender 2.80 version is increasingly more production worthy by the day. Think you would be advised to start looking at it, since the learning curve for all the changes will take some time.
In addition to the changes below, some other topics got written which also highlight how things are now different:
- Light changes for Blender 2.80
- Dealing with collections in 2.80
- New smooth / flat shading processing
Blender Exporter Version 6.0.0
24 January 2019
- Supports Blender 2.80 redesign
- Removed Internal render materials support
- Relocated Game Engine render properties used
- Moved all exporter level custom properties from scene tab to world tab
- Changes to world tab:
- Added properties from scene tab
- Added Sky Box / Environment Textures section
- Added
Use PBR
checkbox
- Changes to mesh tab / proccesing:
- Relocated Billboard Mode from Game Engine to here
- Relocated most of material section to new panel in Materials tab
- Remaining materials stuff now in ‘Baking Settings’ section. Added
Force Baking
checkbox to avoid multi-materials. - Blender’s mixed flat / smooth shading now supported, or custom split normals if used.
- Custom properties
Picking
&Disabled
are now using Outliner Icons instead. - Alpha now supported in vertex colors
- Changes for lights tab / proccessing:
- Added
PBR intensity mode
custom property. WhenAutomatic
or not PBR,intensity
scaled 0-1 from Blender’sEnergy
, where 10 is 1. OtherwiseEnergy
passed, unmodified. -
Range
property now supported using Blender propertyRadius
- Hemi light type is no longer supported. To get a BJS hemi light use area type, & specify
Size X
forrange
.
- Added
- Added new custom properties panel for Materials:
- Relocated
Back Face Culling
checkbox from Game Engine to here - Relocated
Check Ready Only
Once checkbox from Mesh tab to here - Relocated
Max Simultaneous Lights
from Mesh tab to here - Relocated Name Space from Mesh tab to here (might be in TOB only, since JSON files cannot share materials)
- Relocated
- Mesh baking can be reduced to only the texture channels required, keeping other image texture based channels (not for multi-material meshes)
- Nodes based renders (Cycles & eevee) not always just baked. See chart for properties / textures & where values are from. Properties are only assigned when no texture input to socket.
STD Property / Tex | PBR Property / Tex | From Nodes-Socket |
---|---|---|
diffuseColor / diffuseTexture | albedoColor / albedoTexture | Diffuse BSDF - Color, Principled BSDF - Base Color |
ambientColor / ambientTexture | ambientColor / useAmbientOcclusionFromMetallicTextureRed | Ambient Occlusion - Color |
emissiveColor / emissiveTexture | emissiveColor / emissiveTexture | Emission - Color |
specularColor / specularTexture | reflectivityColor / reflectivityTexture | Glossy BSDF - Color, Principled BSDF - Specular |
specularPower (inverted & 0 - 128) | roughness / useRoughnessFromMetallicTextureGreen | Glossy BSDF - Roughness, Principled BSDF - Roughness |
indexOfRefraction / refractionTexture | indexOfRefraction / refractionTexture | Refraction BSDF - IOR, Frensel - IOR, Principled BSDF - IOR / Refraction BSDF - Color, Principled BSDF - IOR |
– | metallic / metallicTexture | Principled - Specular |
– | emissiveIntensity | Emission - Strength |
alpha / opacityTexture | alpha / opacityTexture | Diffuse BSDF - Color, Transparency BSDF - Color, Principled BSDF - Base Color |
bumpTexture | bumpTexture | Normal Map - Color, Principled BSDF - Normal |
- Certain nodes are allowed, and are either ignored or just passed thru
- Mix Shader, used mostly for non-principled trees
- Separate RGB, for metallic textures wt roughness / AO
- Frensel, when not PBR
- glTF legacy nodes (glTF Metallic Roughness or glTF Specular Glossiness) produce an error saying to switch to standard Blender nodes or use glTF exporter
- Texture / UV parameters are optional Nodes, when input to a texture node (ignored when must be baked, baking uses them though)
- Mapping node for (translation to offset), (rotation to ang), (scale to scale)
- Texture Coordinate & UVMap nodes for coordinatesIndex
- When a material channel cannot really be represented by mapping, then it will be baked. Examples:
- A Noise or other procedureal texture to Principled BSDF - Normal, then a bump texture will be baked
- Any node which is not explicitly supported or ignored