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If you are exporting to glTF from the Babylon exporter, all of your materials in 3ds Max should use the Physical Material shader.This has both the theory behind the rendering methods as well as practical guides to get the most out of your maps. Most models will work well with the PBR-MR model so I would stick with that.Ī good primer on the PBR workflow is the Allegorithmic PBR Guide which will give you all the information you need about how to author the specific maps for PBR materials. Babylon.js can handle either, but for compatibility’s sake I would suggest using the Metal-Rough material model as there are only a few instances where you want to introduce color into your specular contribution on dielectric materials which would require the PBR-SG material model. You can have access to the PBR Spec-Gloss material model with an extension but you need to know that wherever your model is being used has implemented the Spec-Gloss extension for your model to render correctly. The glTF spec requires Physically-Based Rendering (PBR) materials for the format, with PBR Metal-Rough being the default material model. I’ll come back later with there are a few things you are tangling up in your application of the textures in you materials, so I’ll lay out a complete flow for you to follow. So I suspect it has something to do with opacity texture.
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If I enable needDepthPrePass is fixing a little bit, but eyelashes are no more transparent. If I let it like is by default with alpha blend I can see through body. If i set transparency mode to AlphaTest, it looks good, but the transparency is not so smooth. First I removed the background and save it as png, now I have the options to use alpha, but seems to be reversed, so I reverse colors too, now it is pretty close, but I have some issue with transparency. It is a png texture, but I don’t have the option to use its alpha. I have to do the same thing with specular to be able to use it as roughness or? I don’t know how and where to use specular map on this pbr material, seems to not have big effect if I put it as roughness, maybe because this is not actually a roughness map? I mean like with bumpMap,… I used bumpMap from package but it looks weird, so I generated a normalMap which look good.bump map which i have is not ok, is required a normalMap (with blue color) as bump.it is better to use pbr materials directly in 3dsMax, because exporter convert standard to pbr but may it lost few things on export.So I bought a character which has standard materials, most of them with diffuse, specular, opacity and bump mapīut when I export it as gltf, it look not very well so I started to search possible issues.
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