No texture loaded from glb/babylon from Bledner

Hi bjs devs,

I made a sword model with texture from bjs editor (http://editor.babylonjs.com/). An exported model from the editor as glb works well with importMesh.

           BABYLON.SceneLoader.ImportMesh("", "path", "sword.glb", scene, function (meshes) {          
          scene.createDefaultCameraOrLight(true, true, true);
          scene.createDefaultEnvironment();
      
             });

But the following exported model from blender as glb was showed without texture.

  1. Import the glb model from bjs editor in blender 2.79 (with importer : GitHub - KhronosGroup/glTF-Blender-Exporter: Moved to https://github.com/KhronosGroup/glTF-Blender-IO.)

  2. Align origin, position, rotation, scale in the blender 2.79

  3. Confirm each materials as “Principled BSDF”

  1. Export the model as glb

  2. Show with the same ImportMesh

I checked past similar forum like these. But I could not solve my problem.

Any comments will be helpful for me.

Thanks in advance for everyone.

Maybe @Vinc3r can share his wisdom :slight_smile:

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I haven’t test the glTF-Blender-IO addon into 2.79b, only 2.8 ; but from what I seen the albedoTexture isn’t directly linked to the Base Color input of the Principled shader (you have a Mix node), and I’m not sure if this is right for gltf exporting under 2.79b.

As your scene is very simple, I think you should work on 2.8 beta: Blender Experimental Builds - blender.org
Since 2.8 is in beta state, just keep your downloaded zip files in case you’ll update your builds and something breaks - but it should be safe as they announced that the first release candidate should be out mid-july.

Bonus: gltf i-o is already in Blender 2.8 by default.

@Vinc3r
Deeply thanks for your kind advice.
I installed blender 2.8 and tried the same instruction. At this time my exported glb file is showed properly :slight_smile:

1 Like