Author Topic: Mixed results with GLTF  (Read 75 times)

I'm getting mixed results depending on the exporter that I use as well as the viewer that I use. So far Adobe Dimension has the only exporter that gives me the same expected results in both GLTF/GLB viewers. The viewers I'm using for testing are the Don McCurdy three.js viewer https://gltf-viewer.donmccurdy.com/ and the Babylon.js viewer https://sandbox.babylonjs.com/. I'm using the glb format.

When I export from SP I get inaccurate results that look as if the environments aren't lighting the object. However, in babylon.js, if I turn off the ambient light I get the correct results. I don't have to do this with the export from Adobe Dimension. It just works right on import.

Something else you'll see is that the Ray Ban logo on the model shows up better in the SP with babylon.js combo when the ambient light is off. As well as the SP with Three.js combo. In the others you'll see that the logo is barely visible.

I've also tried several other methods of export such as Blender, command line tool from FaceBook and various Maya plugins. So far Adobe dimension seems to work the best but it's not without it's quirks either.

I'm hoping someone reading this will have some input as to why I'm getting such crazy results and possibly some answers on how to fix things, better workflows and where I'm screwing things up.

Thanks

Last Edit: January 21, 2020, 09:43:34 am

I think I've figured this out on my own. I wasn't baking any maps. I recalled a tutorial mentioning that in Painter you have to bake out maps for your object. Once I did this and then exported my textures and a .glb everything was perfect.

I was assuming that wouldn't be necessary for simple single color objects that are smooth. However, when I would export my textures without pre-baking I was getting the combined rough/metal/occlusion map as a solid blue map rather than a solid pink map. Basically I was getting the inverse of what I needed.