Back in November, we added some functionality to Maya to allow for specifying glTF specific material properties in the Hypershade editor:
Revisiting this implementation, I’m not totally sure if this was the proper way to go. Every material that is added to the scene gets their own additional node to store our material properties, which may cause confusion as to which material has which settings applied to it. In addition, its somewhat strange to have our settings node take the material node as in input as well.
Alternatively I can see us being able to move these export settings to the Material properties, but they are only editable via the Attribute editor, but to me this feels like a simpler solution:
Does anyone have any thoughts on migrating the babylon export settings to the material attributes? I’d like to get some input on this change before I move forward with it in the coming weeks.