Exporting to FBX ignores the emission socket on the Principled BSDF #70666
Labels
No Label
Interest
Animation & Rigging
Interest
Blender Cloud
Interest
Collada
Interest
Core
Interest
Documentation
Interest
Eevee & Viewport
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
Import and Export
Interest
Modeling
Interest
Modifiers
Interest
Nodes & Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds, Tests & Devices
Interest
Python API
Interest
Rendering & Cycles
Interest
Sculpt, Paint & Texture
Interest
Translations
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Meta
Good First Issue
Meta
Papercut
Module
Add-ons (BF-Blender)
Module
Add-ons (Community)
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
5 Participants
Notifications
Due Date
No due date set.
Dependencies
No dependencies set.
Reference: blender/blender-addons#70666
Loading…
Reference in New Issue
No description provided.
Delete Branch "%!s(<nil>)"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
System Information
Operating system: Linux-5.3.5-arch1-1-ARCH-x86_64-with-arch 64 Bits
Graphics card: Mesa DRI Intel(R) HD Graphics 620 (Kaby Lake GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 19.2.0
Blender Version
Broken: version: 2.80 (sub 75), branch: master, commit date: 2019-07-29 14:47, hash:
blender/blender@f6cb5f5449
Worked: (optional)
Short description of error
When exporting an object and material to an FBX file, the Emission socket of the Principled BSDF seems to be ignored, when the other sockets are respected.
Exact steps for others to reproduce the error
Open a new blend file. Create a new material for the default cube.
Plug Image Textures into the Base Color, Roughness and Emission sockets of the Principled BSDF node.
Export the object to an fbx file.
(Optionally) delete the object.
Re-import the fbx file.
Examine the material of the imported object. The Image Textures for Base Color and Roughness are preserved. The Image Texture for Emission has been discarded.
Added subscriber: @lewis2e
blender/blender#71085 was marked as duplicate of this issue
Added subscriber: @mont29
That’s more of a TODO than a bug really, that property did not exist I think when the node wrapper was written… Will add it to the tool and the formats that support it (iirc OBJ/MTL also has some emissive info?).
Added subscriber: @JulienDuroure
Note that glTF needs to be updated too
https://github.com/KhronosGroup/glTF-Blender-IO/issues/462
@JulienDuroure aye, but iirc glTF uses its own 'translation' system, not the
node_shader_utils.py
, to get shading values out of a node shader?Right, it's not using it for now.
I need to have a look on node_shader_utils.py because I was not really aware it exists.
This issue was referenced by
c4f78f1493
This issue was referenced by
db2c65d9e7
Changed status from 'Open' to: 'Resolved'
@JulienDuroure yeah, if you could switch to it (and extend it maybe with extra features you may already have in glTF wrapper?), that would be ideal, since that would leave a single place to handle that conversion between nodal shader and 'old', 'fixed pipeline' shading type…
Added subscribers: @mrchrissross, @mano-wii