Common modeling software export glTF
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Note: If you select the sub-option "Roughness" button "Inv" in the "Basic Parameters" option, the "Roughness Map" option in the material options can set the "Glossiness" map, and the program will automatically convert;
Only use Transparency Weight, and will ignore Transparency Color, and other parameters (Roughness, Depth, Thin-walled);
Base Color and Transparency Weight will be merged into a RGBA PNG image, and the two images must have the same size;
If the Transparency Weight map is not provided, the basic value of Transparency will be used as the default value. If the value is 0.5, then:
Select the 3ds Max menu bar "Babylon"-"Babylon File Exporter..."
Click here downloaded more 3ds Max export gltf tutorial
2.1.1 Click here to download
You can also download it directly:
Preset Material You can choose between presets/Standard (non-transparent material) and presets/Standard_Transparent (transparent material).
Attributes When the following options are checked, it means that after exporting glTF, the attribute value of each option of the physical material will be automatically ignored, and the texture file will be used directly, so when some options of the material have no texture, we must not check enough The option box is shown in the figure below, and its attribute values need to be carefully set. The “Emissive” option is mentioned here. In the figure below, we can see that the “Use Emissive Map” is not checked above, and the self-illumination is set below White. After exporting glTF, you will find that the mesh part of the model containing this material is pure white. The correct way is to set it to pure black, so that this material will not emit self-illumination.
Base color & Opacity When "Use Opacity Map" is checked, but there is no place to directly set the Opacity (opacity map) map in the material options, there are two ways to deal with this:
One is to put the Opacity map into the Alpha channel of the Base color (this requires the original Base color to be in a format that can contain the Alpha channel, such as tga). After the glTF is exported, the program will be merged into A PNG image without Alpha channel but with transparency;
Example with Alpha channel: In addition, you can directly set the Base color texture to a transparent PNG texture without Alpha channel.
Select the 3ds Max menu bar "Babylon"-"Babylon File Exporter..."
The animation segmentation settings are the same as when 3ds Max exports glTF.
Click here to more tutorials on Maya export gltf
Support importing fbx, obj, stl, ply, gltf, glb, 3mf, and then save it as a glb model
Support importing fbx, obj, stl, ply, gltf, glb, 3mf, and then save it as a glb model
Not support animation
Support importing wrl, obj, stl, ply, gltf, glb, 3mf, and then save it as glb or gltf model.
Animation is not supported, but when the model is imported, a certain frame of animation data can be imported
Supports importing fbx, obj, stl, skp, gltf, glb, and then can be saved as glb or gltf model, it is a very friendly PBR material editor for non-professionals.
Not support animation