- User Since
- Apr 2 2019, 11:21 PM (24 w, 4 d)
May 12 2019
Just exported two FBXs from the bundle of goodies I had posted here previously, brought them into Unity, and woohoo! I haven't done extensive testing, but it sure looks to me like you kicked that problem's caboose!
May 10 2019
That's excellent! Thanks to both of you for your work investigating this irritating little pest of a bug! :D
May 7 2019
What strikes me as especially odd is that Unity treats the Maya-generated FBX properly. That makes me think that either the Blender-generated FBX has some strange non-obvious flaw or other (gee, that's helpful of me, eh? lol), or Unity's importer has some strange FBX import bug that would have to be related to differences in the structures of the documents. Given that the JSON-ified FBX seems entirely valid, I suppose it must be the latter—which is disheartening, because I don't imagine Unity has any interest in changing their .blender import mechanism until Blender v2.8 gets a non-beta/"stable" release.
Apr 30 2019
That's a drag. Did the files at least help to confirm that the Red channel is interfering with the functioning of the Alpha channel in materials?
Apr 3 2019
One correction: I think the imported Alpha value may actually be inversely proportional to the Red value, rather than a direct linear correspondence.
Okay, here is an Assets folder that you'll hopefully be able to drop into a new project. Inside the scene you'll see three pairs of cubes.
I might be able to help with that, actually. I'll circle back on it tomorr... wait, it's crazy late. So... today. :)
Apr 2 2019
This bug is still very much around in 2018.3.11f1. There is a post here that has particularly helpful details about a user's experience trying various albedo settings in Blender, and the corresponding (incorrect) results when importing the .FBX into Unity.