Page MenuHome

Exporting as FBX missing Roughness map
Needs Triage, NormalPublic

Description

System Information
Operating system: Windows 10
Graphics card:

Blender Version
2.83.3

Have tried every FBX export setting but no matter what I try after importing my FBX file I only get a diffuse and normal map. I am exporting with diffuse, normal and roughness. If I export as an .Obj I get all my external maps but would rather export as FBX to avoid having to recreate my material in my target application.
Reading this https://github.com/KhronosGroup/glTF-Blender-IO/issues/240 I tried adding a Metallic map before export but no difference. ie No roughness or metallic maps.

Event Timeline

Philipp Oeser (lichtwerk) changed the task status from Needs Triage to Needs Information from User.Aug 5 2020, 10:45 AM

Cannot reproduce here (seems to work fine).

  • Are you importing this back to blender? Or some other application?
  • Is there some other node between the Image Texture node and the Principled BSDF node?
  • Please share your example .blend file where this fails

Thanks for the quick reply. Uploaded .blend file and baked textures.

jim (art3mis) added a comment.EditedAug 5 2020, 4:12 PM

I am baking textures in Blender, then reimporting and applying to a simplified mesh in a new Blender file, then exporting as FBX.

I am then importing this FBX into TouchDesigner.
Is it possible the roughness map IS in the export and that TouchDesigner is simply not importing it?
Is there a way to check the contents of a .fbx file ?

I tried the 'Copy path' and 'embed textures' flag but they seem to make no difference.

If I import the same FBX into Houdini, the roughness map also doesn't get imported by default but am able to link to it by editing the Principled shader.

Will try Unity next.

Am trying to avoid having to recreate materials in the target application.

There was also T69286: [FBX Export] Roughness texture is getting connected to metallic channel

Tbh, I am not sure if there is some specification / documentation on where those should be written to
Blender writes this into FBX Shininess / ShininessExponent

Philipp Oeser (lichtwerk) changed the task status from Needs Information from User to Needs Triage.Aug 5 2020, 5:01 PM

Thanks. Is gltf the recommended workflow when all texture maps need to be preserved?
Am resorting to .obj and then recreating my material in TouchDesigner.
Every application seems to handle fbx import differently as well.
For instance TouchDesigner defaults to Phong shading which doesn’t support roughness maps.