Materials (PBR)

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    somchith3d

    Is it possible to have separate Metalness and Specular materials?

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    auslander

    I just can't add a moving custom environment, it is static, what do I do wrong?

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    James

    @somchith3d - Not at the moment: Switching between them will change the workflow for ALL materials in the scene.

    @auslander - I'm not sure what you mean, can you elaborate?

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    hocusproducts

    Hello, I have imported my model as a .STL. I am a product design engineer, not a rendering or 3D artist type, so I was quite surprised to see our favourite formats of .IGES and .STEP are not supported. I had to faff about and work out how to export an STL to get it into Sketchfab. The problem I have now is, the model is made up of several parts. There is a case and it has buttons on it. I need the buttons to be another material to the case. The STL seems to have imported in such a way that it treats the buttons and the case as the same 3D object. I cannot workout therefore how to apply a different material to the buttons than the case. I have a horrible feeling that I wont be able to do this. If this is the case, can you tell me how I might be able to get round this, bearing in mind that as a design engineer, I don't use 3DS max or any of the graphic/art type modelling systems.

    Thanks.

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    rubykamen

    in the future can we have emission map, but based on gradients normals?

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    rubykamen

    or maybe in near future we can have a stand alone sketchfab win applications. for better adjustments, say setting up color animations; its graph etc before publishing it... 

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    James

    Hi @rubykamen - Sounds interesting. Do you have an example of this kind of emission map?

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    rubykamen

    hi @james - glad you interested... its for faking SSS, X-ray materials or maybe making some kind of xplosion ( sadly currently we cant make it with voxels ) with emission value controlled from the gradient normals... 

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    whitejackal

    I still cant get my textures to show up on my models, it just dose the color of the texture. i am using blender.

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    James

    @whitejackal Are they properly UV unwrapped and embedded in the .blend file? https://help.sketchfab.com/hc/en-us/articles/209143886-Blender-Materials#blender-textures

    Could you post a link to the upload so I can take a closer look?

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    whitejackal

    @James i don't know how to UV yet, they are generated textures. https://sketchfab.com/models/8a0cd3a2261a4c5ca7415129d066f18d 

     

     

     

    this is what its suposed to look like

     

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    James

    Thanks. I just saw your email. I'll reply there.

    We only support UV mapped textures in Blender at the moment.

    https://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/UV_Map_Basics

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    mmkh

    Hello, I recently uploaded a 3D model that is supposed to have different materials/textures assigned to different parts of the model. In Maya, I have 5 different materials, each with their own unique texture that is currently 2K resolution. However after previewing it in 3D Settings on Sketchfab, under the Materials tab I only see "Scene - Root" as the only material. How can I assign different textures that I upload to different parts in Sketchfab to get my model to display correctly? Thanks

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    James

    @mmkh - I'm sorry you're having trouble. What file format did you upload? Have you tried the Maya Exporter plugin? https://sketchfab.com/exporters/maya

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    doboindesign

    I have the same question as hocusproducts . Why has no one answered?

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    James

    @doboindesign @hocusproducts - Sorry about that. We support IGES files now, but it might not be the most robust support. Otherwise, you'll need to convert your model to another format.

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    doboindesign

    James, thanks for the reply! My problem is not so much converting files. I use rhino and can convert to many file formats. the problem I'm having is how to assign different textures to different parts of the object. Like hocusproducts said, my models have differenbt components except the layers for each component is not being imported to sketchfab. i just see something called "scene root". I'm a total noob here so I'm most probably overlooking something. However, i have come here because I still can't find info on how to assig different textures to different parts of an object.

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    James

    Hmm, do you mind sending my an example Rhino file so I can take a closer look? You can email support@sketchfab.com

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    doboindesign

    I've sent you an example... thanks !

     

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    James

    Great, thanks :)

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    scanlabstudio

     Is there a Maya material preset (ShaderFX or Stingray PBS or other) that would map 1:1 to a GL material Sketchfab is using?

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    James

    @scanlabstudio I'm not very familiar with Maya's material presets, but most likely those will not translate 1:1 if they are unique to Maya. However, you can use our material/texture naming conventions to automatically match and apply PBR channels:

    https://help.sketchfab.com/hc/en-us/articles/202600873-Materials-and-Textures#textures-auto-pbr

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    scanlabstudio

    I'm talking about a GLSL material you use to display WebGL content at Sketchfab, nevermind Maya.

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    James

    Oh, sorry, I'm not sure about that :-\

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