I have the newest Blender 2.8 Beta, happily using Principled BSDF materials. Its awesome, but Im not able to use the Mapping node for Image Texture scaling. It is applied and works nicely in Blender, but when exporting to glTF, it gets ignored and materials only look at the uv map. I’ve encountered it before 2.8, and I thought it was still work in progress, but now I’ve checked blender docs https://gltf-blender-io-docs-fuznnktuig.now.sh/addons/io_gltf2 , copied the node setup, again with no success after export. I’ve made a simple cube example to showcase the problem.
I’ve also seen some posts on github, where it was concluded, that the texture transforms work, but Im still having problems with it.
Could someone please confirm whether or not its true for Blender 2.80? Thanks
@doum have you enabled the “Texture Transforms” option in the export menu? I think it’s off by default. And could you check the model on http://sandbox.babylonjs.com/ as well, to see if it looks better there?
If you’ve tried all this I’ll take a closer look at what’s going on…
OBJ is a deprecated 3D format and should not be used anymore.
@Mugen87 let’s not say it’s deprecated, but just “not best practice”, perhaps? Deprecated implies that the loader will be removed or unsupported in the future, which isn’t the case — OBJ is far too common for that, and if we were planning to drop some loaders (which i don’t think that we are) it would not be one of them. But certainly OBJ is very inefficient and limited in features compared to newer options.
@donmccurdy I reinstalled blender and downloaded the latest exporter/importer from khronos group github, and now the box example works. As long as all textures in a material have the same transformation, its okay. But I tried it now with a more complicated scene and blender gives this error after 10 minutes of lag