Export to file doesn't respect the active material output node / current renderer #72600

Closed
opened 2019-12-20 13:01:17 +01:00 by Simeon Conzendorf · 5 comments

System Information
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00

Blender Version
Broken: version: 2.82 (sub 6), branch: master, commit date: 2019-12-18 22:47, hash: da6929488a
Worked: never I think

Short description of error
If you export an fbx/gltf - the active material output node and the current renderer are ignored. Which makes it impossible to control.

Exact steps for others to reproduce the error
This bugreport is somehow related to #72599

In the first bugreport I describe the visual problem. But another problem is, when working with baking you mostly want to export your baked scene to a game engine,etc. but it seems impossible to control which material output node blender is using for the export.

  • If I select the Cycles material output node it doesn't use it
  • If I switch to Cycles engine, it also takes the Eevee output
  • very seldom and randomly I noticed that it took the other one

To make it usable, it should use the assigned render engine. Maybe it would also be a good option, to have a checkbox on material output node: "use for export"

specific_material_output.blend

screenshot.jpg

**System Information** Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00 **Blender Version** Broken: version: 2.82 (sub 6), branch: master, commit date: 2019-12-18 22:47, hash: `da6929488a` Worked: never I think **Short description of error** If you export an fbx/gltf - the active material output node and the current renderer are ignored. Which makes it impossible to control. **Exact steps for others to reproduce the error** This bugreport is somehow related to #72599 In the first bugreport I describe the visual problem. But another problem is, when working with baking you mostly want to export your baked scene to a game engine,etc. but it seems impossible to control which material output node blender is using for the export. - If I select the Cycles material output node it doesn't use it - If I switch to Cycles engine, it also takes the Eevee output - very seldom and randomly I noticed that it took the other one To make it usable, it should use the assigned render engine. Maybe it would also be a good option, to have a checkbox on material output node: "**use for export**" [specific_material_output.blend](https://archive.blender.org/developer/F8237251/specific_material_output.blend) ![screenshot.jpg](https://archive.blender.org/developer/F8237288/screenshot.jpg)

Added subscriber: @SimeonConzendorf

Added subscriber: @SimeonConzendorf

Added subscriber: @sebastian_k

Added subscriber: @sebastian_k
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Added subscriber: @JacquesLucke

Added subscriber: @JacquesLucke
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Changed status from 'Needs Triage' to: 'Archived'

Changed status from 'Needs Triage' to: 'Archived'
Jacques Lucke self-assigned this 2019-12-29 13:59:41 +01:00
Member

I can agree that this feature is necessary. However, that is definitely a feature request and not a bug. Please make a proposal on an appropriate site. This might need more design work because there might be other solutions than a Use for Export option. Maybe this should also be a feature of the exporters themselves and not of Blender.

I can agree that this feature is necessary. However, that is definitely a feature request and not a bug. Please make a proposal on an appropriate site. This might need more design work because there might be other solutions than a Use for Export option. Maybe this should also be a feature of the exporters themselves and not of Blender.
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Reference: blender/blender#72600
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