FBX export uses "base color" instead of white when texture is attached #72983

Closed
opened 2020-01-08 23:33:24 +01:00 by Todd Gillissie · 12 comments

System Information
Operating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits
Graphics card: AMD Radeon Pro 580 OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.20

Blender Version
Broken: version: 2.81 (sub 16), branch: master, commit date: 2019-12-04 11:32, hash: f1aa4d18d4
Worked: (optional)

Short description of error
The "Base Color" property of the Principled BSDF shader is not shown nor editable when a texture node is linked to the Base Color input. However, when exporting, the base color is still used instead of white.

Exact steps for others to reproduce the error
As a workaround for every single object before exporting, I need to disconnect the Base Color texture node, set the Base Color to white, then re-connect the Base Color texture node.
I would expect the base color to export as pure white whenever a texture node is connected to it, so that there is no unexpected non-texture tinting.
See attached screenshot of the problem material in Unity. See attached video for the workaround that is needed to fix each one.

**System Information** Operating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits Graphics card: AMD Radeon Pro 580 OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.20 **Blender Version** Broken: version: 2.81 (sub 16), branch: master, commit date: 2019-12-04 11:32, hash: `f1aa4d18d4` Worked: (optional) **Short description of error** The "Base Color" property of the Principled BSDF shader is not shown nor editable when a texture node is linked to the Base Color input. However, when exporting, the base color is still used instead of white. **Exact steps for others to reproduce the error** As a workaround for every single object before exporting, I need to disconnect the Base Color texture node, set the Base Color to white, then re-connect the Base Color texture node. I would expect the base color to export as pure white whenever a texture node is connected to it, so that there is no unexpected non-texture tinting. See attached screenshot of the problem material in Unity. See attached video for the workaround that is needed to fix each one.
Author

Added subscriber: @Gillissie

Added subscriber: @Gillissie

blender/blender-addons#101198 was marked as duplicate of this issue

blender/blender-addons#101198 was marked as duplicate of this issue
Author

Unity Material.png

![Unity Material.png](https://archive.blender.org/developer/F8266624/Unity_Material.png)
Author
[Blender Material.mov](https://archive.blender.org/developer/F8266627/Blender_Material.mov)
Author

I think the real problem is that the Base Color picker disappears when a texture is connected. It should still be pickable in that situation.
Plus, I would love the default color to be pure white. Who uses slightly less than pure white as the normal base color??

I think the real problem is that the Base Color picker disappears when a texture is connected. It should still be pickable in that situation. Plus, I would love the default color to be pure white. Who uses slightly less than pure white as the normal base color??
Member

Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
Member

Changed status from 'Needs Triage' to: 'Archived'

Changed status from 'Needs Triage' to: 'Archived'
Philipp Oeser self-assigned this 2020-01-09 09:52:50 +01:00
Member

Hi and thx for the report!

The default of 0.8 for most "base" colors (except emission, transparency) originates in the fact that in nature there aren’t pure white or black or 100% reflective surfaces, so it makes a nice default for a physically plausible scene.
This might be debatable, but would not be considered a bug.

The base color being hidden is a UI/UX choice which makes sense in many cases [since in blender, the base color has no effect when the socket is connected], maybe it has drawbacks when exporting to different engines [where the base color even has an effect if the socket is connected], but that that would also not be considered a bug.

If you want this changed and can make a good point in how this could work without causing confusion, please use other channels for this: https://wiki.blender.org/wiki/Communication/Contact#User_Feedback_and_Requests
For more information on why this isn't considered a bug, visit: https://wiki.blender.org/wiki/Reference/Not_a_bug

Hi and thx for the report! The default of 0.8 for most "base" colors (except emission, transparency) originates in the fact that in nature there aren’t pure white or black or 100% reflective surfaces, so it makes a nice default for a physically plausible scene. This might be debatable, but would not be considered a bug. The base color being hidden is a UI/UX choice which makes sense in many cases [since in blender, the base color has no effect when the socket is connected], maybe it has drawbacks when exporting to different engines [where the base color even has an effect if the socket is connected], but that that would also not be considered a bug. If you want this changed and can make a good point in how this could work without causing confusion, please use other channels for this: https://wiki.blender.org/wiki/Communication/Contact#User_Feedback_and_Requests For more information on why this isn't considered a bug, visit: https://wiki.blender.org/wiki/Reference/Not_a_bug
Author

I agree that most of this is just bad UI/UX decisions instead of a bug, but I would still argue that exporting with that "unused in Blender" color instead of white is a bug, since it's not shown or expected. It's exporting differently than represented. That seems like a bug to me.

I agree that most of this is just bad UI/UX decisions instead of a bug, but I would still argue that exporting with that "unused in Blender" color instead of white is a bug, since it's not shown or expected. It's exporting differently than represented. That seems like a bug to me.
Member

Well, the base color is not white, I would expect it to export with that [and the texture of course].

It's exporting differently than represented. That seems like a bug to me.

It is debatable if a shading system should always multiply its textures by a base color [this is what you describe with Unity], but this is outside the scope of this bugtracker.

FYI, just had a quick glimpse over Unitys docs and apparently they also changed this (optionally):

Starting with version 2019.3, Unity introduced the ability to modify the Material mapping during import via scripting...
Unity provides default implementations of this Post Processor....
These default implementations handle importing Materials differently from the ImportStandard mode, including the following improvements:
If a diffuse Texture is set, it ignores the diffuse color (this matches how it works in...

https://docs.unity3d.com/2020.1/Documentation/Manual/FBXImporter-Materials.html

Well, the base color is not white, I would expect it to export with that [and the texture of course]. > It's exporting differently than represented. That seems like a bug to me. It is debatable if a shading system should `always` multiply its textures by a base color [this is what you describe with Unity], but this is outside the scope of this bugtracker. FYI, just had a quick glimpse over Unitys docs and apparently they also changed this (optionally): > Starting with version 2019.3, Unity introduced the ability to modify the Material mapping during import via scripting... > Unity provides default implementations of this Post Processor.... > These default implementations handle importing Materials differently from the ImportStandard mode, including the following improvements: > If a diffuse Texture is set, it ignores the diffuse color (this matches how it works in... https://docs.unity3d.com/2020.1/Documentation/Manual/FBXImporter-Materials.html
Author

But like you said, the base color has no effect in Blender when there is a texture connected. So, effectively, the base color is pure white when a texture is connected. It should export this way to match how Blender treats it.

But like you said, the base color has no effect in Blender when there is a texture connected. So, effectively, the base color is pure white when a texture is connected. It should export this way to match how Blender treats it.
Member

Added subscribers: @MotoFckr9k, @OmarEmaraDev, @PratikPB2123

Added subscribers: @MotoFckr9k, @OmarEmaraDev, @PratikPB2123
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Reference: blender/blender#72983
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