- User Since
- Apr 16 2016, 8:08 PM (240 w, 6 d)
Oct 23 2020
Thanks for the reply, sorry for the erroneous report
I see, thanks for the detailed reply. I can confirm it does work when used with alpha.
Oct 2 2020
didnt mean to do this, trying to remove
Sep 11 2020
Jun 19 2020
I'm referring to the "Blender Render" window that appears after you press Render --> Render Image (F12)
Jun 16 2020
Here you go, hit render and notice the anaglpyh image, then save the image and open to see it's switched to top-bottom.
I have tested in 2.83 and 2.9 alpha with the same result (the version in the report was a type and was 2.83 all along)
Jun 14 2020
May 7 2020
Oh sorry, I did search but obviously not well enough
May 5 2020
Apr 4 2020
Mar 24 2020
Mar 11 2020
I was about to file a bug but this seems to be the same (although not very well described so I'll add more details here ,sorry if its the wrong thing to do)
Mar 9 2020
Feb 21 2020
Unity HDRP/Lit shader only works with mask maps. It's its possible for the user to make their own shader with the built in shader graph that would allow separate images to replace the mask map. However you cannot change the shader in the embedded material with so I don't think anything else would work.
Someone just pointed out to me that the normal map path will get exported if I put a normal map node between the image node and the shader normal input.
After reporting I thought I would check some more things.
Feb 19 2020
Dec 19 2017
Mar 23 2017
Mar 16 2017
Jun 10 2016
Jun 9 2016
Thank you for looking into it, I've managed to find a few people to test and no one has managed to export from either max or maya with a custom fps so perhaps its not possible with fbx after all and we should mark this as not a bug!
Jun 8 2016
I don't have Max or Maya so just want to clarify before asking someone to export a test for me. Max or Maya version can be any but the fbx plugin used needs to be 2013 or 2014.