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principled bsdf -> fbx -> unity makes solid materials transparent
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Blender Version
Broken: 2.80 0e78e3038d02 date 2019-04-03

  1. make a cube
  2. assign a material
  3. add a principled BSDF node .. make it a solid color, make sure transmission=0 (it is by default)
  4. export FBX
  5. drop it into unity

RESULT: the material is assigned the "transparent" shader, and the object is incorrectly transparent.

If you repeat this with the "Diffuse BSDF" node, the object has the "opaque" shader, and looks solid.

Obviously one answer is just to "dont use principled bsdf" when you plan to export to unity. I don't know what the format of the FBX data is, and whether this is a blender problem, or a unity problem.. but it would sure be nice if there was a way to fix it.



Event Timeline

Bastien Montagne (mont29) closed this task as Resolved.

As far as I remember, that has been fixed already (Unity/FBX have a very weird way of handling color values in some cases). @Brendon Murphy (meta-androcto) again please avoid blind assignments, triaging is more than just finding someone to drop the report on.