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Materials and Textures

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92 comments

  • James

    @clockworxdesign - Yes, it's something we're experimenting with.

    1
  • clockworxdesign

    Hi James, could i use animated textures in future? say upload a small gif for a blinking eye , or a short looping video clip to play on a TV on an exhibition stand or similar?

    1
  • KrzysztofZwolinski

    Can I pack textures to chanels ?? R-metallic, G-spec, B - ao etc. Les memory better performance special on web and mobile devices. Now im working with simple matcap shader that use only "Normalmap" and im using only R+G for normals, B is ambient and A is alpha.

    1
  • James

    @overthere - I've done quite a bit of googling myself, I also think not...

    0
  • epinephrine

    @James I've looked but there isn't :(

    Maybe something in my settings is wrong? Do I need to bake the particles before I can convert them??

    0
  • lukeyu

    Yes, I received it, another suggestion is if API could add a parameter to define Normal direction, it's would be very helpful.

    0
  • paulina.jones.design

    Hello, Just wondering if it is possible to add a png to be placed on a surface of the model with out repetition. So not a texture but for example if I have a png.logo that I want the model to have it on a specific surface? 

    Thanks 

    0
  • degit22

    @James - Before update work suffixes. Now textures do not automatically choose.

    0
  • James

    @Jack_Bronswijk I'm afraid you can't rename materials/textures after uploading, but it could be a good idea to add this in the future!

    0
  • orfeasrodo

    Hello James,

    I want to upload a .zip folder with my .obj, .mtl and textures in .png format.

    My .mtl file is something like this:

    newmtl cube mat
    Kd 1 1 1
    map_Kd -s 2 2 1 F:\Unity Projects Test\UnityToSketchfabProject\Assets\Exports\OBJ\Fabric_Rug_008_basecolor.png
    map_Bump F:\Unity Projects Test\Unity To Sketchfab Project\Assets\Exports\OBJ\Fabric_Rug_008_normal.png
    illum 2

    The textures are assigned but the scale of the basecolor is not, is something wrong with my .mtl?

    Can Sketchfab read the scale flag in .mtl or is there another way to do it without going to 3d settings afterwards?

    I am exporting the assets from Unity and post them in runtime. I am aware of your api for unity but when uploading the gITF is white, so I believe it can't export the materials or am I wrong?


     Thank you.

    0
  • orfeasrodo

    Hey again @James,

    I see here https://help.sketchfab.com/hc/en-us/articles/360018381618-Texture-UV-Transformations

    that: UV transforms can be imported and exported via glTF

    But with the https://github.com/sketchfab/unity-plugin/releases/tag/1.2.1  when we Publish to Sketchfab the textures are not uploaded (understandable you only post the glTF) with the glTF file but also the material is not correct.

    When it finished uploading I saw in the 3Dsettings that the Emission was ON ( my materials had only a basecolor texture, normal map texture and some tiling/scale variable to check the UV Transforms, I am using HDRP/Lit materials.) and after I uploaded the textures and assigned them properly the  UV transforms was the default ones.

    So is it that the glTF the api is sending has no material info or is it a compatibility issue with HDRP?

    If the textures was in the zip the the api is posting would the textures be assigned properly with UV transforms ?

    Overall, you think I have better compatibility with glTF over obj + mtl ?

    (exporting models + materials + textures from unity, uploading to Sketchfab )

    If you have any documentation about the format of a glTF file or anything that can help me I would appreciate it.

    Thank you for your time.

    0
  • re1monsen

    Oh I see, so if I upload the .blend file the person who downloads it gets everything in the file regardless if it is displayed or compatible with the viewer. For example, I can include a baked "visual" display of a vdb object and then in the same blender I can include the original vdb file even if it is now displayed. Thanks for the time you took to answer my question. 

    0
  • James

    Hi re1monsen - We don't support those sorts of procedural materials directly, so you will need to bake them for use in the Sketchfab viewer version of the model. However, you can also include the original .blend file in your upload so that others can access it with procedural materials, etc.

    0
  • James

    Hi @samplia,

    I'm afraid there has been no progress on supporting animated textures in the "regular" viewer, it can only be done with the Viewer API:

    https://sketchfab.com/developers/viewer

    https://sketchfab.com/developers/viewer/examples?sample=Video%20Texture

    For what it's worth, Twinmotion and Sketchfab are both part of Epic Games, and we are working on tighter integrations between the various tools (especially Quixel and Twinmotion). So, maybe we'll be able to handle such materials at some point.

    0
  • re1monsen

    Jamesssssssss!!!!!!!!!!!!! What would be the best approach to sharing procedural blender materials and vdbs objects with the community using sketchfab. I just need the overall idea then I will tinker m yway out.  Thanks! 

    0
  • nataliarvidsson

    Is there a way to reupload a texture without having to re-assign it to the materials? 

     

    0
  • ocularevolution

    What's the procedure for uploading UDIM textures? I can't get it to work :(

    0
  • James

    Hi Justin,

    I also answered on forum. The viewer only includes textures that are actually used in model options, so you won't be able to access the other textures.

    I'm not sure what would cause the CORS error only intermittently. Maybe you have multiple domains?

    0
  • craftworkmobile

    Unity3d uses specular map from alpha channel. Is it possible to use it right from the texture alpha channel or I should use unique specular map?

    0
  • James

    @jk76 - looks like you got some answers on the forum?

    0
  • Quantum3D

    Its just, a while ago I had thought I saw in the Sketchfab license that I can only use textures that I created. I just wanted to confirm that its legal to use paid for textures on Shetchfab and yes in the poliigon license its says I can use there textures for commercial use. I was just making sure that I wouldn't be breaking the law if were to use them.

    Thanks for all help.

    0
  • 3Dmodelador

    You can configure only the entirely model.
    It will be completely made of glass or completely made of chrome.
    But how to adjust the top of the glass?And the bottom of the chrome?
    When the model is loaded, the materials are not loaded (glass and chrome).
    Program are being created unwrap and they fall on the model.
    But this is a strange.It's not textures or materials and no materials.

    0
  • James

    @degit22 - You need to set your texture names like they are defined above:

    https://help.sketchfab.com/hc/en-us/articles/202600873-Textures-Materials-Formats#obj

    0
  • overthere

    Is it actually possible to bake lighting and texture from Keyshot, googling would seem to suggest not?

    0
  • James

    Can you just select them from the dropdown?

    0
  • James

    @craftworkmobile

    For Classic materials, we support RGB and Luminance (R) in the specular slot, but not Alpha (A).

    For PBR (Metalness workflow), Specular F0 map is optional, but we expect a linear, grayscale RGB image.

    For PBR (Specular workflow), we expect an RGB map in the Specular slot.

    So, in your case, yes I think you should use a unique specular map.

    0
  • James

    You can’t combine a normal map and a bump map on a single material, but you could combine normal or bump with displacement. That said, our implementation of displacement has some limitations. See: https://help.sketchfab.com/hc/en-us/articles/204429595-Materials-PBR-#displacement

    0
  • James

    @degit22 - Ah, I'm sorry. I think it might be related to this bug. Could you try the workaround here?

    https://forum.sketchfab.com/t/sketchfab-does-not-load-automatically-textures/5535

    0
  • James

    Hi there,

    A texture is the only way to do that at the moment. Are you imagining something like a decal that's on top of another texture?

     

    0
  • lukeyu

    Is it possible to let us to choose "Invert Y" option at once for all materials ?

    0

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