[FBX Export] Roughness texture is getting connected to metallic channel #69286

Closed
opened 2019-08-29 12:02:07 +02:00 by vprime · 6 comments

System Information
Operating system: Windows-10-10.0.18362 64 Bits
Graphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.15

Blender Version
Broken: version: 2.81 (sub 3), branch: master, commit date: 2019-08-27 18:27, hash: 697fd86506
Worked: (optional)

Short description of error
Dont know if fbx supports the pbr workflow but i noticed the roughness texture gets plugged to metallic channel on export and specular texture gets ignored
All the exported fbx files look very shiny/mettalic
Normal and albedo is exported correctly
Annotation 2019-08-29 152148.jpg
Exact steps for others to reproduce the error

  • connect textures to principled bsdf
  • export fbx with or without packing textures
**System Information** Operating system: Windows-10-10.0.18362 64 Bits Graphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.15 **Blender Version** Broken: version: 2.81 (sub 3), branch: master, commit date: 2019-08-27 18:27, hash: `697fd86506` Worked: (optional) **Short description of error** Dont know if fbx supports the pbr workflow but i noticed the roughness texture gets plugged to metallic channel on export and specular texture gets ignored All the exported fbx files look very shiny/mettalic Normal and albedo is exported correctly ![Annotation 2019-08-29 152148.jpg](https://archive.blender.org/developer/F7709360/Annotation_2019-08-29_152148.jpg) **Exact steps for others to reproduce the error** - connect textures to principled bsdf - export fbx with or without packing textures
Author

Added subscriber: @V-prime

Added subscriber: @V-prime

Added subscriber: @mont29

Added subscriber: @mont29

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Bastien Montagne self-assigned this 2019-08-29 12:22:06 +02:00

FBX only supports basic old-fashioned shading currently, so indeed the translation from the Principled shader is rather lose... Not much we can do currently here am afraid, this is a known limitation. Thanks for the report anyway.

FBX only supports basic old-fashioned shading currently, so indeed the translation from the Principled shader is rather lose... Not much we can do currently here am afraid, this is a known limitation. Thanks for the report anyway.

Added subscriber: @xdanic

Added subscriber: @xdanic

Looks like I can post here despite being closed, but windows fbx has a roughness value, so I wonder if there's a setting the viewer can interpret as roughness.

Looks like I can post here despite being closed, but windows fbx has a roughness value, so I wonder if there's a setting the viewer can interpret as roughness.
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Reference: blender/blender#69286
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