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Anything done in the slate material editor to combine, alter, or use procedural processes to manipulate the shader will fail as the specification for glTF is pretty narrow in what is defined as a viable material definition. In the later version, because the material is invalid, the mesh is exported only as a transform.īasically in every case, with every kind of mesh, the export will fail in some way due to the fact that the only valid materials for export are Physical Material, Arnold Standard Surface, and PBR Material (later versions of Max). In the earlier version, the material is dropped and the mesh is exported. That doesn’t exist in the glTF specification so each of the exporter versions are handling it slightly differently. Our exporters will not be able to handle the double-sided node in Max’s slate material editor because that is creating a custom shader handling two physical materials based on front/back face.
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