Uploading of GLTF materials with no texture data still creates Material assets
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Nyx Onyx
Scenario: you have UDIMs 1001, 1011, 1012 in Substance Painter, but you tick only 1001 for exporting to GLTF. You then choose to upload all materials in the GLB/GLTF file in the SL Viewer. The file still has information about the other tiles, so the viewer creates Material assets for all of the UDIM tiles, even though only 1001 has textures to go along with it. It shouldn't have created these empty assets.
What needs fixing: The Material uploader need to check for texture data for each material, if there is none it should not create Material assets for it in the inventory. Ideally, it should not offer to upload them even.
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Nyx Onyx
I can cause the same effect using Blender export by assigning an additional material on the mesh like seen on this pic. It will cause the viewer to offer an additional material to upload, even though there will be no texture data for it to upload, and uploading that extra material singly or by bulk, an empty Material asset will be created.
Nyx Onyx
I've now sent the attachments to the specified e-mail address, Dan Linden.
I have tested to export both from Blender and Substance Painter, and they seem to handle this case differently. A Blender GLTF export will not lead to extra Material assets being generated in the viewer (or displayed as options for upload) while an SP export will, even if unticked for export. The uploader will need to be able to check for if there are textures for a Material or not, and if not, ignore such Material definitions.
I'm attaching here some views from the inventory, the Material assets editor windows, Substance Painter, and Blender.
Dan Linden
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needsĀ info
Dan Linden
Hi Nyx,
Please email the file to bug-attachments@lindenlab.com , either both the UDIM and GLTF or just the GLTF.
Nyx Onyx
Addon: I still wish we could have the option to tick which materials we want to upload from a GLTF/GLB file, not having to choose between "all" or "one".