The generator is FBX2glTF. Perhaps this bug report is related: https://github.com/facebookincubator/FBX2glTF/issues/108.
Also if you create a color attribute by going into Vertex Paint mode, it will still incorrectly return attributes["position"]
. If you create a color attribute by going through the Properties…
The relevant line is https://github.com/KhronosGroup/glTF-Blender-IO/pull/1821/files#diff-fc1fd613fb13eacebb45e246ac79ff2ecf09464a239b99bb2ee525a13abb8848L336-R337 in the emission
function in…
This should already be fixed in 3.5+ by https://github.com/KhronosGroup/glTF-Blender-IO/pull/1821. You can download a beta from https://builder.blender.org/download/daily/ to check.
That solves the most important case, which is when the alpha texture is all 1 so the material is morally opaque, which happens a lot with OBJ/FBX.
The downside is there are times when multiple…
Although closely related, this isn't an exact dupe. The new OBJ importer isn't written in Python anymore, so changing node_shader_utils won't do anything to it.
@mod_moder Use a "Color Attribute" (Add > Input > Color Attribute) node instead of an "Attribute" node.
Repros for me.
But those indices can be different (the missing "normalIndex" array).
Oh, you're right, I see now. The page I'm looking at is https://www.web3d.org/documents/specifications/19775-1/V4.0/Part01…
What mano-wii means when he says "per-vertex normals" is one normal is stored for every Blender vertex. These normals are (AFAIK) always the average of the normals of the…
Can you test on a more recent Blender, eg. 3.6 Alpha? This may be the same as https://github.com/KhronosGroup/glTF-Blender-IO/issues/1838, which is fixed.
This is the known bug mentioned in the EnumPropery docs, "Python must keep a reference to the strings returned by the…