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Materials (PBR)

Comments

50 comments

  • James

    @osadajanayna You'll need your model to be UV mapped for textures to work correctly. I'm afraid I'm not familiar with Clo, so I don't know if it's possible in that software. You can learn more here: https://en.wikipedia.org/wiki/UV_mapping

     

    @be4post Hi Matthieu, can you please share the link to the model so I can have a closer look?

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  • borbs727

    It would be great if I could do all my look dev on sketch fab then export these settings for use in a three.js project.

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  • James

    If you enable Download on your model, the glTF version that we generate will include all the material settings that you defined in 3D Settings.

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  • omg3d

    Hello, why does the material on the site sketchfab not be able to read and indicate the desired texture channel, with RGB and Alpha? it would be optimized for any engine in general, PNG and TGA reads the file format.
    I create the textures in Substance Painter and Designer  METALL_ROUGH and SPEC_ROUGH and photoshop, they are very convenient and easily applicable, your can add a checkmark that will switch the channel like in Marmoset Toolbag 3. it would be great!

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  • James

    Thanks! I'll fix that right now. The new link is: https://sketchfab.com/blogs/community/creating-a-cartoon-outline-for-sketchfab/

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  • omg3d

    Hello! Interestingly, are you planning to make triplanar mapping for textures in the settings so that it is easier to configure without a full-fledged UVW Unwrap?

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  • James

    Hello! It's not currently planned. Can you tell us more about your needs?

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  • omg3d

    a pity that you are not planning, it would be very cool to tune UV or Tile

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  • omg3d

    I would like to be able to change the color of the vignette, and to be able to add Fog to the scene)

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  • omg3d

    Guys, I wanted to re-fill the same model with only a different animation, but the previous model had extra Materials, can I delete them so that they don't interfere, if there is no such possibility, then it would be great to implement this function for many people, noticed that textures can be removed, but there are no materials

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  • James

    Have you tried re-uploading it with the new animation already? If you remove the extra materials in your new version and re-upload it, I think it should be ok.

    Also, we are working on supporting UV transform options this year.

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  • vertiv

    Will SketchFab support Metalness as a grayscale map and Smoothness as Opacity within the same map some day? This is the non-PBR method Unity uses.. if the Smoothness field just had a checkbox that said "Read Alpha Only" we could simplify our 3d asset process so much..

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  • James

    In the next generation of our viewer / editor, every grayscale texture channel can be assigned an image channel (RGBA). This is in heavy R&D at the moment, and is not likely to be released for a year or more.

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  • teslandroid

    Hi, James!
    I've uploaded and published my work on sketchfab, but it has a status "no PBR". I am using base color textures, normals, some roughness.
    What should I do that sketchfab could detect I'm using PBR materials, how many of them should I use?

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  • James

    Hey there,

    Is this the model? https://sketchfab.com/3d-models/msi-meg-z590-ace-516dbf06603d431ba09f940b178f8fe1

    You can see how we determine PBR type here: https://help.sketchfab.com/hc/en-us/articles/360019064398

    We know it's not perfect, as there is a clear use case for using a solid color in some roughness and metalness channels rather than a texture.

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  • teslandroid

    Thank you!

    Understood.

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  • djfantomas

    Hello!

    Why does shading work well when loading model materials in preview, but when saving and exiting editing, pixelization occurs?

    Help me please...

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  • James

    Hi there,

    I just reprocessed your normal maps and they should be ok now. You can read more about this here:

    https://forum.sketchfab.com/t/normal-map-texture-compression-problems/23537

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  • djfantomas
    Thank you very much!

    Have a good day)
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