`Emission` materials not exporting, throwing Traceback
See original GitHub issueI’ve been testing the IO exporter with certain materials/shaders, and I’ve run into issues with the Emission
shader.
I’m using the latest Blender 2.8 Beta and have tried the following node configurations with no luck:
Errors:
I’m relatively new to material/shader node configurations in Blender, but from what I’ve seen, I was under the impression that at least one of the above would work with the IO exporter. If not, please let me know what I’m doing wrong so I can test properly.
Thanks and keep up the great work!
Issue Analytics
- State:
- Created 5 years ago
- Comments:15 (5 by maintainers)
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Top GitHub Comments
Fixed here: https://github.com/KhronosGroup/glTF-Blender-IO/commit/50654eaf0cb62889cab711762f1b5355f2776b1c
Following node setup export is now working again:
Thanks, @emackey!
So, just for clarification:
Separate RGB
node should not be needed in order to export Metallic/Roughness.Is this correct?
EDIT: Sorry, it seems we went off on a tangent from the main issue, but Metallic/Roughness appears to be working in the latest Blender build! (Look, Ma! No image editor!) So I’m thinking my questions have been answered.
In addition to @donmccurdy’s point, users may also keep around a few different variations of the shader(s) with different settings disconnected in the same node graph. I sometimes do this when I find a combination I like, but still want to experiment, so it may not be all that extraordinary.
It’s possible that the connected shader would completely override the disconnected; I haven’t tested that yet, but I’d imagine it’s better to rule it out by limiting to what is actually connected.