HDR Blender V BabylonJS - help

Blender uses HDR reflective capabilities which can be displayed when exported to GLB, yet… changing the environment keeps the default reflections.

Is there any way to modify the HDR visual via Blender so it displays on BabylonJS?

(FYI i am well versed with the BabylonJS HDR component)

they pretty much use a different mechanism.
HDRI in Babylon would be really expensive, hence the use of ENV (there’s a utility somewhere to convert back to ENV).

that said, this might answer your questions : (tagging @bghgary since he wrote it :stuck_out_tongue: )

Thanks, the question is mainly about Blender exporting a scene with a reflective material.
The material shows on Babylon using the default HDR image in Blender…
Changing the image keeps it as the default one each time a new file is saved.

How can it be set in Blender so a different HDR world image is showing?

Hello :slight_smile:

I have to admit I struggle to understand the stuff here.
To me, in Blender either you are in :

  • Rendered mode, and there is no default HDRI (unless you explicitly add one in the Shader Editor, switched to World mode, and adding an environnement texture)
  • Material Preview mode, and there you have some default preview HDRIs :

    But they are internal, it would be so weird if it’s exported in the .GLB :thinking:

Does it ?


On my side I tried to export a shiny sphere to .GLB, and it appears in the Babylon Sandbox with the default sandbox environnement, nothing about the Blender envs :thinking:

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@Adam_A
I’m with @Tricotou on this one. I don’t know what the problem is from your description. Maybe it will be easier to help if you provide a repro, some screenshots of what you are doing, or the exported glTF file.

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See attached:
Left ring uses PBRSpecularGlossinessMaterial (DDS)
Right ring uses Blender HDR environnement texture

How can i have a different texture via Blender displaying on Blender without using PBRSpecularGlossinessMaterial? When i change the Blender environnement texture, it keeps the default texture on Babylon…

I just looked again and you are right nothing comes from Blender itself …

not sure if you are using a translator but nothing you say makes any sense , perhaps post a screenshot of the nodes for each of these materials.

Also im not sure in what way you think something is wrong in babylon as it kind of sounds like you are expecting changes to your HDR in blender to be present in babylon. The other forum members have already explained that nothing is exported from blender in regards to HDR.

you then respond saying , you can confirm nothing is exported but you are posting images rendered in blender? Just make a playground showing the problem you have…

Its ok i figured it out.

A

Maybe you could share what the issue is as it may help somebody else ?

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This isn’t the most user friendly forum.
I thought that some reflection capabilities can carry from Blender over to Babylon - is that wrong to assume?

What do you mean?

This carries over, you just need to use the same environment. It wont be part of the model cause there are no IBL extensions for gltf so far or at least no global ones.

:upside_down_face: Buddy, it is.

It is an unwritten rule (not just on this forum) that if you ask a question and with or without the help of others you solve your issue, then you share the solution with the community… Others may find your topic when dealing with a similar issue thus you can help the community.

So I’m afraid, the only one not being friendly here for now is you. I believe, it’s just a simple misunderstanding. It’s not a big deal though… However allow us to remind you of the rules by making a tiny tiny joke :smiley:

Peace!