Hi all
Is there a way to export meshes with mix material textures using gltf exporter? I see that my exported meshes lose the materials
If it is not supported, isn’t there any workaround like convert mixmaterial to standard or multimaterial?
Unfortunately no. The mixmaterial is not a material supported by glTF (so far the format only supports PBR but there are discussions to integrate something more flexible in the future)
The only workaround I could think of would be to manually mix the textures into a merged texture and use that texture in a std mat
Could you help me to transform mix material to std material during export and turn it back to mixmaterial after export
Here is the pg: https://playground.babylonjs.com/#2C2E5W#6
What is the way to save the texture and use it as diffuse texture of the standard material?
I guess that I came close to a solution, but I still need to find out what I am missing: https://playground.babylonjs.com/#2C2E5W#13
Or maybe there might be a simpler way. Isn’t in there a function in Babylonjs that grabs all the textures and combine it into one considering the transparency generated by the rgb colors of the mixtexture?
You can use NME to generate a procedural texture based of the merge of your textures:
Node Material Procedural Textures | Babylon.js Documentation (babylonjs.com)
Thank you so much for your help. Now I have a better way to achieve this. I am getting acquainted with the babylonjs node material through your videos. I am trying to find a block that filters and combine textures based on the rgb of the texture5. Would you mind if you help with the creation of this node?
I could make it with this node: https://nme.babylonjs.com/#12YPTW#79
But I’m not able to convert it to procedural texture in this pg: https://playground.babylonjs.com/#8S19ZC#62
Do you know the cause?
shouldnt that be Procedural?

Thank you
I think that is the problem but when I changed to procedural, I realize some parameters are changed. How to achieve the same results in the material mode?
tbh. I dont know, I never used that, but I saw that in the video ![]()
You have to switch to procedural first and THEN you can build exactly the same fragment shader.
Should be exactly the same (but yes you need to start from a procedural setup)
Thank you all for the support: Here are the PGs that can be helpful to others.
Material node: https://nme.babylonjs.com/#12YPTW#82
Procedural node: https://nme.babylonjs.com/#A7A3UB#17
Thanks for sharing ![]()
Here is an addon if you want to bake the ProceduralTexture (-1 draw call): https://playground.babylonjs.com/#8S19ZC#64