Exporting to FBX ignores the emission socket on the Principled BSDF #70666

Closed
opened 2019-10-09 09:27:44 +02:00 by Lewis Toohey · 13 comments

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.

**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.
Author

Added subscriber: @lewis2e

Added subscriber: @lewis2e

blender/blender#71085 was marked as duplicate of this issue

blender/blender#71085 was marked as duplicate of this issue

Added subscriber: @mont29

Added subscriber: @mont29
Bastien Montagne self-assigned this 2019-10-09 20:10:29 +02:00

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?).

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?).
Member

Added subscriber: @JulienDuroure

Added subscriber: @JulienDuroure
Member

Note that glTF needs to be updated too
https://github.com/KhronosGroup/glTF-Blender-IO/issues/462

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?

@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?
Member

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.

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 c4f78f14931be95e7f3bb31169579206369cc569

This issue was referenced by db2c65d9e7

This issue was referenced by db2c65d9e7885809a9ac6ab09fa2585e6b35d353

Changed status from 'Open' to: 'Resolved'

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…

@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

Added subscribers: @mrchrissross, @mano-wii
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Reference: blender/blender-addons#70666
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