Issue with Displaying PBR Materials in GLB Export from Cinema 4D

Hello,

I did the modeling and UV mapping in Cinema 4D, and then added the materials in Substance Painter. After that, I exported the materials and re-imported them into Cinema 4D.

The problem I’m facing is that when I use PBR materials and export the model as GLB, the materials don’t show up correctly in Sandbox. However, when I use standard materials, the export works fine and the materials display correctly.

Has anyone encountered a similar issue or knows what might be causing this? Are there any specific settings in Cinema 4D or Substance Painter that need to be adjusted to ensure PBR materials display correctly in a GLB export?

I would really appreciate any help or advice.

I don’t know Cinema 4D, but to know if it’s an export or display problem, can you test your asset with another glTF viewer (like 3js’ one ) and see if it works there?

I’m seeing the same issue in this viewer too.

This is therefore definitely an export issue in Cinema4D. Hopefully someone familiar with this tool will be able to help you.

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So you don’t see Reflectance Texture in GLB?
I have a feeling that Substance Painter is the issue here.
Could you try to texture in C4D directly?
As always, sample files will help to answer better.

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I actually applied the textures directly onto a sphere in Cinema 4D, but I’m still seeing differences between the GLB export and what I see inside Cinema 4D when using PBR materials.
However, if I use non-PBR materials in C4D, the GLB export matches the viewport result more closely.

GLB Export from PBR:
brain.zip (817.8 KB)

In Cinema 4D, when you want to create a PBR material, you usually have to disable the Color channel, which means there will be no texture assigned to the Albedo channel in Babylon.

Could you share some C4D files to have a look?

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Brain.zip (985.1 KB)

If you just enable Color checkbox and make some reasonable metallic/roughness values your PBR will be better in GLB :slight_smile:
Also note that displacement texture is not supported in GLB format.
Probably will be able to say more a bit later.

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Wait, if I use the Color channel, doesn’t that make the material non-PBR?
Do you mean I should export a non-PBR material so that the GLB output ends up being PBR?
I’m a bit confused :sweat_smile:.
Looking forward to your response.

Shortly, materials will be PBR in GLB.

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