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An empty node is exported in place of light only when it is relevant to do so (when a light has a mesh or a camera as descendant).
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Do not export: Self-explanatory, this object/light/camera won’t be exported.Most babylon properties are not used when exporting to glTF format. In the Special Features section, only the normal map is supported. If the emission color map is used, then the emission weight and the emission color values are ignored. But only the emission color map is supported. In the Emission section, the emission weight and the emission color values are supported.
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You can see how to get a merged ORM texture here. In this case the exporter does not merge textures, but instead assumes the texture provided is already merged. the Metalness in Blue channel and is assigned to the material Metalness.the Roughness in Green channel and is assigned to the material Roughness.the Occlusion in Red channel and is assigned to none of the material attributes.Since there isn't a dedicated channel for Occlusion, the trick is to use a single file for multiple purposes called ORM texture. However, such feature is exported and you can hopefully use it in an engine of your choice, provided it does take it into account (Babylon does!). Thus you cannot take it into account when rendering with Arnold. The Ambient Occlusion cannot be set in the Standard Surface material. Metalness, roughness and occlusion all in one mapĪlternatively, you can provide a single texture used in both Metalness and Roughness to set an extra attribut: the Ambient Occlusion. If you use two different maps, then the exporter merges them in one map. If you use one of the two maps, then the exporter creates a new map using the provided map and the value of the other parameter. So during the export the metalness and roughness maps are merged in one map using their respective channel. In 3DS Max, metalness and roughness maps are black and white images (R=G=B).īut in glTF format, the metalness is stored in the blue channel and the roughness in the green one (the red channel is for the occlusion). If both maps are used, they must have the same size to be merged successfully. In the Specular Reflections section, the metalness and the roughness values and maps are supported. Note: it is recommended to always set the base color weight to 1. If you use a map for the base color, then the base color weight is overrided to 1 for the export.Īlso if the base color map and the transparency map are used, they must have the same size in order to be merged successfully. In the Basic Parameters and Transparency sections, the base color weight, the base color and the transparency weight values are supported.Īnd you can use a map for the base color and the transparency weight (the base color weight map is not supported). When exporting, if a map is assigned to a parameter, the basic parameter value is ignored. Involved parameters are highlighted bellow. The Standard Surface Arnold material is exported to glTF format as a PBR material. Normal Bump map nodes are currently not supported. Connecting a height map may yield to unexpected results. Note that glTF does not support height maps. A tangent-space normal map can be directly connected to the Bump input. The bump map (or normal map) and its weight are used. The diffuse roughness map is used as ambient occlusion.
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The emission map is assumed to be precomputed. This mean that emisson weight, luminance and Kelvin are not used. However, the exported emission color map is identical to the specified one in generic map. The exported emission color value is computed based on all 4 parameters: emission weight, color, luminance and Kelvin. Like for base color and transparency, the basic parameter value is used as default value when binded map is not provided. Note that the duration of this process scales with images size and may have a severe impact on export duration. The 2 maps must have same sizes to be merged successfully. In glTF format, metalness is stored in blue channel, roughness in green. In 3DS MAX, metalness and roughness maps are black and white images (R=G=B). Involved parameters are highlighted bellow and described in the following sections. The physical materials are exported to glTF format as PBR materials. Note that the conversion duration scales with images size and may have a severe impact on export duration.