That's not enough information for me to guess. I would check if the normal maps are loaded using the correct color encodong first, most of the time it's recognized as sRGB, but it should be raw or no-encoding(none). You can try changing that and see if it works
I have a 3D scan that I need to load into Lightwave. I'm hoping I can figure this out in blender to convert the file. I'm sure it only uses color textures, no occlusion or metallic or anything.
thanks for this ZJ! Just wondering do you have any workflows specificly for glass and liqudi texture for GLTF or GLB? Would love some pointers, oh and also lighting? as that seems to make a huge difference
a ittle context - trying to make a product based interactive webpage for whisky, and struggling with accuracy and replicating what I see in blender compared to GLTF viewer
I totally understand the frustration when it comes to refractive material for real-time interactive projects. I would maybe try to create the glass texture with code (or find some code online with shadertoys or other platforms). Refractive materials don't work very well when it comes to real-time rendering. Also the lighting is not comparable to cycles or even eevee. I would say maybe try using sequence frames or lower your expectation, or try to use a more stylized rendering instead of photo real style.
@@ZJDesignLab how can i turn down opacity? after bake? or before bake? because i'm using simple back and i dont see an option to lower the ao strength.. thx
I wanna export a GLTF but my base color is a node Noise texture with a colorRamp, because I need this effect. But when I export, my material doesn`t come with this. He cames all transparent (It`s a material glasses, so I changed the transmission to 1.0.) I`m using blender 4.1, can you help me?! thank you.
For transmissive material, blender doesn't follow industry standards. My guess is that you might need to bake down the noise+ramp, then feed that image to the transparence color channel when using your gltf.
Hello sir I made a glowing pipe mesh in this its looking like light is flowing I just animate mapping and change its rotation of z axis but now when I am exporting in gltf material is not coming along with the mesh when I am baking the emit all images are baking properly but when I am importing them in sequence image and exporting in gltf after that when I am importing only one single image is important not the all sequence image
Pretty sure that it does not come with sequence textures support. Maybe you can use code to load sequence img as delta time passby, or bake them as a video? What's best is that I think you can just use single frame and animate like you said using fragment shader, which will also give you best performance anyway.
Grat tutorial, thanks! But i have a problem. I need to export a metal texture and i can’t find anywhere this AO roughness and metallness map nor this multiply node. Where can i find them? (I was searching in this whole „add” thing and i don’t have any of these. Even if i search in a search bar those aren’t there)
It should be searchable if you press shift+A in the node editor. Multiply is just a “Math” node, and AO,roughness, metallness maps are image textures, they use custom png or tiffs that you made for your model. If you have just values than it will be exported by default I think.
Great tutorial! My case: I cant exporting my texture animation. I'm using Mix Color, Math, and Value to combine several images. Do you know how I can resolve this? (Im exporting with NLA tracks, and all the actions have the same name) any guidance? HELP :(
Oh as far as I know, custom nodes like Mix Color and Math are not universally supported in glTF(or any common exchange formats), so I would export the map or value and animate them using code in the front end
Ahh, that's a huge problem. Mix shaders usually are super hard to bake down. I would suggest to strip everything away if you can, and try to make it work on a simple BSDF material
My mans got motion blur on a tutorial ☠️☠️☠️
Thank you for the tutorial man. I'm having trouble getting my normals to work when I use my model in AR. Do you have any ideas on how to fix that?
That's not enough information for me to guess. I would check if the normal maps are loaded using the correct color encodong first, most of the time it's recognized as sRGB, but it should be raw or no-encoding(none). You can try changing that and see if it works
I have a 3D scan that I need to load into Lightwave. I'm hoping I can figure this out in blender to convert the file. I'm sure it only uses color textures, no occlusion or metallic or anything.
You can just use the color map then, just skip the other maps. Did you figure it out eventually?
thanks for this ZJ! Just wondering do you have any workflows specificly for glass and liqudi texture for GLTF or GLB? Would love some pointers, oh and also lighting? as that seems to make a huge difference
a ittle context - trying to make a product based interactive webpage for whisky, and struggling with accuracy and replicating what I see in blender compared to GLTF viewer
I totally understand the frustration when it comes to refractive material for real-time interactive projects. I would maybe try to create the glass texture with code (or find some code online with shadertoys or other platforms). Refractive materials don't work very well when it comes to real-time rendering. Also the lighting is not comparable to cycles or even eevee. I would say maybe try using sequence frames or lower your expectation, or try to use a more stylized rendering instead of photo real style.
Thx a lot that's amazing. what if my ambient occlusion is too strong? can i use some node to make it lighter? or i have to bake it again? thx
I’m not sure what’s your use case with ambient occlusion, I think you can turn down the opacity value of the map when using it
@@ZJDesignLab how can i turn down opacity? after bake? or before bake? because i'm using simple back and i dont see an option to lower the ao strength.. thx
I wanna export a GLTF but my base color is a node Noise texture with a colorRamp, because I need this effect. But when I export, my material doesn`t come with this. He cames all transparent (It`s a material glasses, so I changed the transmission to 1.0.) I`m using blender 4.1, can you help me?! thank you.
For transmissive material, blender doesn't follow industry standards. My guess is that you might need to bake down the noise+ramp, then feed that image to the transparence color channel when using your gltf.
@@ZJDesignLab Thank you man 🙏
Hello sir I made a glowing pipe mesh in this its looking like light is flowing I just animate mapping and change its rotation of z axis but now when I am exporting in gltf material is not coming along with the mesh when I am baking the emit all images are baking properly but when I am importing them in sequence image and exporting in gltf after that when I am importing only one single image is important not the all sequence image
Pretty sure that it does not come with sequence textures support. Maybe you can use code to load sequence img as delta time passby, or bake them as a video? What's best is that I think you can just use single frame and animate like you said using fragment shader, which will also give you best performance anyway.
Grat tutorial, thanks! But i have a problem. I need to export a metal texture and i can’t find anywhere this AO roughness and metallness map nor this multiply node. Where can i find them? (I was searching in this whole „add” thing and i don’t have any of these. Even if i search in a search bar those aren’t there)
It should be searchable if you press shift+A in the node editor. Multiply is just a “Math” node, and AO,roughness, metallness maps are image textures, they use custom png or tiffs that you made for your model. If you have just values than it will be exported by default I think.
Great tutorial! My case: I cant exporting my texture animation. I'm using Mix Color, Math, and Value to combine several images. Do you know how I can resolve this? (Im exporting with NLA tracks, and all the actions have the same name) any guidance? HELP :(
Oh as far as I know, custom nodes like Mix Color and Math are not universally supported in glTF(or any common exchange formats), so I would export the map or value and animate them using code in the front end
This helped me a lot. Thanks-!
May I ask if SSS materials can be exported using GLTF? How to set it up?
I don’t know about SSS in glTF, didn’t see anything about it in the doc
thaank you so much for this tutorial bro
bro sounds like hes in a water tank
Nice video, you need a good mic it's hard to hear you
How do i fix my meterials for glass texture with mix shader? I've send a picture of my texture set-up to your Instagram
Ahh, that's a huge problem. Mix shaders usually are super hard to bake down. I would suggest to strip everything away if you can, and try to make it work on a simple BSDF material
The motion in the video is quite distracting.
I've stoped recording the motion in later videos. Thought it was a good idea back then :D
the best