I’ve made my first steps in Blender (2.8) and wanted to create a small VR-scene. I found babylon to be perfect in respect to distributability do different devices and to programming effort necessary.
However, I’m already struggeling upon the basic steps.
I’ve made a simple scene with suzanne. To make it more interesting i set the principled shader to metallic=1 and applied a noise-Texture as input for the roughness.
Here is how it looks in Blender (somehow the node-links are not shown in blender, so I redrew them)
However, using the Babylon Exporter 6.2.2 I receive warnings in the log:
Exporter version: 6.2.2, Blender version: 2.80 (sub 75)
========= 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
texture directory : XXXXXXX (crossed out for privacy - had an acutal path in it)
Python World class constructor completed
processing begun of camera (UniversalCamera): Camera
processing begun of mesh: Suzanne
processing begun of material: Material.001
WARNING: unsupported node type(ShaderNodeTexNoise) will trigger baking
WARNING: Roughness channel baking required, but not possible, ignored
bake time: 0 min, 0.009 secs
num positions : 635
num normals : 635
num tangents : 0
num uvs : 1270
num uvs2 : 0
num colors : 0
num indices : 2904
processing begun of light (POINT): Light
========= Writing of JSON file started =========
writing mesh: Suzanne
========= Writing of JSON file completed =========
========= end of processing =========
elapsed time: 0 min, 0.766 secs
So noise Texture is unknown and Roughness-Baking is not possible. What am I doing wrong?
As expected, the babylon scene looks boring with a uniform reflection on it.
Can someone please guide me trough the basics of blender node-material exporting?
PS: Sorry for the missing formatting - couldn’t figure this out in the topic editor-window.