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):
Actual desired output should be for GLTF output: check the below image
So finally what i want is AO map should have different UV values and Normal/Roughness map should have different UV values… So how should i do that??