I am facing problem because of the GLTF export as it is combining Ambient Occlusion + Roughness + Metalic.
Actually AO map which i have baked from Maya “Render to Texture” tool to create ambient map for that Mesh… but when i have created Stingray Material (PBR) and connected AO (for which i really do not need tiling UV values should be 1,1 ) and given wooden textures which requires tiling with its normal map and roughness map for wooden texture…(here i gave UV values to be 6,6)
wooden textures BC_base colour, N_ normal map, R_roughness map:
So the problem is when i export this as GLTF its changing the UV value for AO map or sometimes it is changing UV values for Normal or Roughness maps… which is not desired.
Problem image (AO map tiling - not desired):
I don’t think that’s possible. Currently the glTF schema combines AO/Metal/Rough as a single texture, and any UV tiling will be applied to the texture as a whole. The only workaround I can think of is to bake your Metallic/Rough texture tiling, and use that with your input AO map with the tiling amount you want all channels to share.
EDIT:
Metallic and Roughness are packed together, not Normal
Edited my previous comment to clarify METALLIC and roughess packed together in the same texture, not normal and roughness.
looking at the schema, you can actually separate AO and Metal/Roughness, as we can indicate separate textures that contain that data, we only choose to pack AO with Metal roughness as they are all single channel textures:
Currently the Maya exporter packs all channels together and shares the UV scaling. I don’t currently plan on adding a separate workflow for separating AO and metal rough, right now, unfortunately
when i select any material in design mood all material fit in the real tile size in the any scene
that work if you have 2 number for each scene mesh and have exact size of any material size
in this solution you need custom PBR material for tile maps
also you can have 2 AO map one receive from the material and other come from the scene light Map …
that need a editor for set and test new uv tiles after each scene published