Pycz Posted July 31, 2018 Share Posted July 31, 2018 I converted one simple model in 3DMax 2018 to .babylon and .glb format using standart settings for babylon.js exporter. Then I tried to use it on my webpage, but the same exported .babylon and .glb models looked different, although they were represented by the same code. Babylon format looks predictable, as I imagined it, but the same glb model looks too dark for some reason, even light in scene don't make any difference. Babylon: http://www.babylonjs-playground.com/#A2W7U6 (model https://pycz.github.io/test.babylon ) GLB: http://www.babylonjs-playground.com/#PF7MH0 (model https://pycz.github.io/test.glb) MAX: (model https://pycz.github.io/test.max) Just don't understand, why glb looks different and what to do to make it looks like babylone one. Maybe it is obvious, but I really don't see it.? Quote Link to comment Share on other sites More sharing options...
Guest Posted August 1, 2018 Share Posted August 1, 2018 Hello! this is because glTF uses a PBR material and this kind of material needs an environment texture. Just call scene.createDefaultEnvironment() after loading your gltf file Quote Link to comment Share on other sites More sharing options...
Pycz Posted August 1, 2018 Author Share Posted August 1, 2018 Thank you! After creating default environment it still looks not the same as .babylon format, but now it looks like I have the direction for further investigations. I'll report if I'll make any progress. Quote Link to comment Share on other sites More sharing options...
Guest Posted August 2, 2018 Share Posted August 2, 2018 It won't look perfectly the same as the PBR is really dependent on your env map Quote Link to comment Share on other sites More sharing options...
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