FBX export #62395
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Reference: blender/blender#62395
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System Information
Operating system: Mac OS Mojave
Graphics card: NVIDIA 750M
Blender Version
Broken: 2.8 beta 2019-03-06
I tried the new fbx exporter, and I imported the assets in the UE4 (4.20).
Base color and normal are ok.
the original roughtness from blender ends up in the metallic input in UE4 while the metallic in blender disappears in UE4
Unreal
Blender
Added subscriber: @EmanuelDemetrescu
Added subscriber: @StephenSwaney
Do you have a .blend file showing the problem?
Yes, here it is
different file but same issue: roughness ens up in the metallic input node inn UE4 while the metallic one disappears
TEST.zip
Don’t know what to say here, re-import into Blender works fine, and we export
metallic
toReflectionFactor
, and (inversed)roughness
toShininess
FBX values. Guess UE has a different way of interpreting those values.Note that FBX shader export is still using 'fixed' pipeline-like data, adapted from the Principled BSDF, not the actual nodal shader (this should be possible in recent FBX, but is a remote TODO, definitively not a bug).
So unless you can demonstrate us that FBX's
reflectionfactor
is PrincipledBSDF'sroughness
, and that FBX'sshininess
is PrincipledBSDF'smetallic
, do not see any bug here.Added subscriber: @lichtwerk
Changed status from 'Open' to: 'Archived'
Since last asking for information it has been 7 or more days, due to the policy of our bug tracker we will have to archive the report until the requested information is given.