Gltf-blender-io: Exported GLTF model looks different when imported in Three.js

Created on 29 Jan 2019  Â·  6Comments  Â·  Source: KhronosGroup/glTF-Blender-IO

I have this terrain in Blender, with differents materials all setted as Principles BSDF, that looks like this.
blender-ss
cattura
But when i import it into my three.js project looks polished and even the colors are distorted as you can see here (threejs material class is MeshStandardMaterial).
cattura2
If i use diffuse BSDF material in the model then after the export i get all materials with rgb 111 color (a kind of black):
cattura3
I am not very experienced in blender and i am asking myself if its a problem with the exporter or is me missing some settings. Every help will be very appreciated. Thank you.

bug exporter

All 6 comments

@dodox87 Please attach your blend file or another one with the same issue so I can investigate.

This exporter supports Principled BSDF, but currently not Diffuse BSDF. We'll look into the coloration issue.

I noticed that your terrain has a negative scale on all axes – this also means that your normals are flipped so the first thing I did was flip them back. Also, I set the roughness of all materials from 0 to 1 because a material with no roughness should look polished. Below the result, I documented the normal flipping since you mentioned that you are unfamiliar with Blender (2.80).

Result (rendered with Don McCurdy's viewer):
result

How to check the normals (red is the back of a face):
faceorientation

How to flip all normals:
selectall
flipnormals

Thank you very much. Now the model looks perfect.

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