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I am trying to export a model that has a material that is made of layered image textures and combined using mixRGB nodes. Here is what the setup looks like: How do I eliminate the white outline on my layered textures?

Does anyone know how to export as a .gltf so all of my colors and images show up? Currently I am just getting a black model. I have gone through the gltf 2.0 blender page and tried to follow those parameters but I can't seem to get it right. It seems like .gltf doesn't register/translate the mixRGB nodes??

Julia Kaiser
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  • https://blender.stackexchange.com/questions/57531/fbx-export-why-there-are-no-materials-or-textures/57541 – Duarte Farrajota Ramos May 17 '21 at 21:48
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    @Julia, the glTF format describes a number of PBR parameters (base color, metallic, roughness, etc), but each one can only be a texture or a solid color. It can't include mix nodes or other Blender-material-specific things. Merge the images together into a single, final texturemap, and attach that to the base color input. – emackey May 18 '21 at 01:27

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