Is this a bug, or is there a limitation that I am unaware of? Embedding multiple textures should not really be an issue, right? I can see in the Babylon sandbox viewer that the file contains two textures, but they both look the same (thus one of them is incorrect). I then add a third material using another opacity texture, but after export both opacity-mapped materials use the same baked texture which yields the wrong result for one of the materials. In my scene I have one untextured material and one opacity-mapped decal texture as in the image above. Third issue seems to be that when exporting to GLB I can only export one set of BaseColor+Opacity texture.Annoying having to correct this all the time. I have not changed any gamma settings inside 3ds max. The current workaround I’ve found is to manually apply a 2.2 gamma correction to the Base Color of the Physical Material to compensate.
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