I just updated my SDK to 1.3.1 which includes the blender exporter v3.3
I use this with Blender version 3.6.5
My issue is my first export using the 3.3. Blender exporter has somehow corrupted the image sequencing. Albedo,Comp and Normal maps appear on random objects. Every time I add a new or remove and old texture the order completely changed.
I have tried using older projects with different blender and exporter versions and it makes no difference.
What are the Blender/Exporter version Devs are succesfully using?
Out of curiosity, do you have a screenshot demonstrating this? I was doing an export for one of my projects and had my window textures overlaying on my roof material as if it were a detail texture. Some pink textures. Materials displaying the wrong texture altogether.
Curious if this is similar to what I was seeing per your description. I don’t have a screenshot or else I would post one. Have since deleted the gltf and rolled back to a 2020 gltf.
I dont have a screenshot I can “share” as I am soon to make an announcment post of our first product, but… this does in fact sound exactly like the issue that I am having exactly.
After I finished my work-arounds for the issue, I went back and loaded one of the gltfs I was having the issue with so I could grab a couple screenshots. This is just one of many different results I have had with this model.
This model did use a secondary detail texture to overlay a grunge texture on top of all of the materials in the model. Several models in the same package use this method since they are tiled and sharing textures.
It is important to note that in these screenshots, I had removed the secondary texture from all materials in this model only. Though, the same secondary texture was used across multiple other 2020 gltfs in the package still.
The first screenshot here are the compile warnings I get for this model.
This is the house in it’s entirety. You can see that there are multiple missing textures, as well as misplaced and overlayed textures (as if they were acting as a secondary detail albedo).
That overlay can be seen better in this screenshot where you can still clearly see the main plaster texture which now has the garage door panels decal applied over it as if it were a secondary detail texture.
Although this method worked flawlessly in 2020 (and still if you use 2020 gltfs in 2024), there now seems to be an issue in 2024 when using a 2024 gltf.
What I can’t explain is why the gltf is still affected even when I have stripped all of the detail textures out of it.
Let me know if this seems to be what you see, or if there is a correlation with detail textures in your project as well, because I definitely don’t want to hijack your thread if it’s a different issue entirely!
Bug description:
Material exporting with blender exporter 3.3(included with SDK 1.3.1) does not correctly apply materials to objects in the correct order or mesh.
normal, comp and albedo maps show randomly on random objects rendering the export process unuseable until fixed.
Repro steps:
Can use previous exporter but without latest updates.
Attachments:
See above thread for visual issues from another user. We have the same issue but are unable to share screenshots at this time.
Private attachments: Send a PM to @PrivateContent with the link to this topic and the link to download your content
@Rotornut44 / @CRZ_Baz your assets are from the 2020 exporter but converted for 2024 using the blender exporter option is that right ?
Can you send us a .blend that reproduce the issue please ?
Hi @Boris
I sent you my blender project as well just to have another debug option.
In the case of my model, it was originally created and exported for 2020, however I did do the 2024 conversion in the top menu (with both exporters active), disabled the 2020 exporter and then did the multi-exporter for 2024.
It seems the exporter somehow mixes up the texture slots and assigns another random texture instead of the one chosen in blender, leading to either pink textures or wrong textures in the wrong slots.
Similar problem with AO (for uv2). It randomly turns it on or off on objects. In this case 2 different materials but use the same AO map, in one case it works in the other case it does not.