06-23-2023, 01:22 AM
Let's go in parts (trying to organise the subjects)
glTF
The glb file was load correctly by Windows' 3D viewer as well.
I just checked and it doesn't matter if the textures are internal ou external. If we choose the glTF format as output this packed image is created to be sent with the other files.
But, yeah, maybe the full metallic and roughness images doesn't need to be created or, since they were created, they would be made external.
I think they all are saved for code simplification (only dgud can confirm that). But, make it external must be an user assignment because we can create a dedicated folder to export these glTF files and all files will be put there. But, if we make the textures external and let them under the project folder (the usual), then when we export to that folder only the necessary metal_rough image file will be there with the .bin and .gltf files (because the others images already have their place).
The thing is to remember that if there is a metal_rough file present then ignore the individual ones when sharing/uploading the files.
I'm going to check the cartoon edges exporter dialog tomorrow and see what we can do regards to the window height.
glTF
Quote:New "Export" window opens, where File type by default set to "All Formats (*.glb;*.gltf)".I fixed this in the file selector and in my tests this weird behaviour.
Keep "All Formats (*.glb;*.gltf)" as it is, add file name and save.
:
The glb file was load correctly by Windows' 3D viewer as well.
Quote:2. When exporting .gltf/.glb file and metal/roughness maps were not made internal wings creates another file (arm file I think) beside your textures with "_met_rough" at the end.the glTF requires that ("_met_rough") (ref): "The textures for metalness and roughness properties are packed together in a single texture called metallicRoughnessTexture."
3. If textures were not made internal then they will not be exported with .obj/.dae (and maybe other) files. (this is probably by design). So when your file has textures and you export to .gltf it creates broken file. (because images were not made internal.)
I just checked and it doesn't matter if the textures are internal ou external. If we choose the glTF format as output this packed image is created to be sent with the other files.
But, yeah, maybe the full metallic and roughness images doesn't need to be created or, since they were created, they would be made external.
I think they all are saved for code simplification (only dgud can confirm that). But, make it external must be an user assignment because we can create a dedicated folder to export these glTF files and all files will be put there. But, if we make the textures external and let them under the project folder (the usual), then when we export to that folder only the necessary metal_rough image file will be there with the .bin and .gltf files (because the others images already have their place).
The thing is to remember that if there is a metal_rough file present then ignore the individual ones when sharing/uploading the files.
I'm going to check the cartoon edges exporter dialog tomorrow and see what we can do regards to the window height.