

When exporting, if a map is assigned to a parameter, the basic parameter value is ignored. Involved parameters are highlighted bellow.

The Standard Surface Arnold material is exported to glTF format as a PBR material. Normal Bump map nodes are currently not supported. Connecting a height map may yield to unexpected results. Note that glTF does not support height maps. A tangent-space normal map can be directly connected to the Bump input. The bump map (or normal map) and its weight are used. The diffuse roughness map is used as ambient occlusion. The emission map is assumed to be precomputed. This mean that emisson weight, luminance and Kelvin are not used. However, the exported emission color map is identical to the specified one in generic map. The exported emission color value is computed based on all 4 parameters: emission weight, color, luminance and Kelvin. Like for base color and transparency, the basic parameter value is used as default value when binded map is not provided.

Note that the duration of this process scales with images size and may have a severe impact on export duration. The 2 maps must have same sizes to be merged successfully. In glTF format, metalness is stored in blue channel, roughness in green. In 3DS MAX, metalness and roughness maps are black and white images (R=G=B). Involved parameters are highlighted bellow and described in the following sections. The physical materials are exported to glTF format as PBR materials. Note that the conversion duration scales with images size and may have a severe impact on export duration. Standard material (converted to PBR, see below)ģDS MAX Standard materials are converted to PBR materials based on their diffuse, specular, opacity and glossiness.Animations: position, rotation, scaling.Position / rotation / scaling (from nodes).Geometry: position, normal, color, texture coordinates (2 channels).Since the plugin first exports to babylon then converts it to glTF, glTF features are a subset of the babylon ones. The plugin exports to babylon format before converting it to glTF.
