- diffuse: toon, lambert, fresnel, Oren Nayar, mineart
- specular: cooktorrence, phong, blinn, toon, wardiso
Image and UV channels are supported. Operations between texture channels are handled with the Mix and Multiply operator. Diffuse (color, intensity, alpha), Specular (color, intensity, hardness), and Geometry Normal Map (in tangent space) are also supported.
Make sure you include texture files with the .blend file or Pack External Data into .blend.
We use the information in Cycles material nodes to infer basic PBR textures and parameters for you. While this simplifies the import process, it will still require some work on your end. Our heuristics are roughly based on names used for Nodes, Texture and Parameters names (albedo, specular, metallic, roughness, glossiness). Texture file names with suffixes like _diffuse, _abledo, _metallic, _roughness, _glossiness also help us recognize where to put things. See Materials and Textures.
For more complex Cycles setups (like networks that mix and modify textures etc), we recommend you bake the results before exporting to Sketchfab.
Text, Curves & Meta Balls
Text, Curves and Meta Objects will be converted to meshes.
You should apply Location, Rotation, and Scale before exporting/uploading. This is especially true of Scale when the transform is non-uniform (e.g. [1, -1, 1] ). Some modifiers, such as Mirror, tend to generate non-uniform Scale transforms. This can lead to unexpected lighting or completely black meshes.
You can press N to view the Transform menu for the selected object(s).
You can apply Transforms while in Object Mode by going to Object → Apply → Scale / Rotation / Location. Or, press Ctrl+A then S / R / L.
The uploaded model can appear empty because of hidden items. Make sure the layer you want to export is visible and your nodes are not hidden, or else the mesh will not be exported. This happens, for example, with hidden armatures used by a model.
The Blender Wiki is a great place to go if you need any further help or explanations of these features.
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