What is the magic word to get the importer to actually apply the textures to the instanced material?
No but seriously what do the inputs need to be named for it to work?
Importing GLBs here.
I’ve tried the normal ones that usually work with other engines like baseColorMap, baseColorTexture (any any formatting in between) for Albedo, but I can’t get it to actually use my material properly.
I can get it to use the Color, but not the texture input. What gives?
Does it support it at all? Am I missing something here?
among the things have noticed is that Flax Engine only ( for now ) works with normal maps if one uses the .fbx format, or that somehow the UV seams are imported from for both .obj., and also .glb where you get errors near the unwrapped borders of the mesh because of that, etc
after that, or have tried importing a 3D scan statue from a museum collection that one has to ’ reverse the green channel ’ to make advanced shadow mapping to work, and think wrote about it here
the official docs say that the .fbx format is what works best that have also found to be true, or not sure the other formats are more experimental for now, and work best for models without more advanced texture set ups from what have seen, or that there might be bugs in this part of the engine
Maybe I didn’t pose the question clearly.
I’m asking about how one goes about to get material instances to work with importing models.
The method of importing with the “Import Material” box checked works fine, but not when I’m trying to have them use a material instance.
I don’t want to fill my project will generic materials from the importer when I have one it can create instances from.
I’m guessing Flax doesn’t support that yet, which is annoying because I now have to go one Instanced Material at a time and set my texture maps.
In Unity (and many other engines) you simply need to have the texture input name from your shader to match what the importer is expecting. That way it will automatically apply the correct texture to the correct slot.
In Flax it will at least get the color channel, so I know it does get some inputs on import, but not the albedo map.