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Moho pro unity import texture missing12/13/2023 The Sprite (2D and UI) texture type formats the texture asset so it’s suitable to use in 2D applications as a Sprite A 2D graphic objects. For more information, see the Editor GUI and Legacy GUI texture type documentation. The Editor GUI and Legacy GUI texture type formats the texture asset so it’s suitable for HUD and GUI controls. For more information, see the Normal map texture type documentation.įor more information on normal mapping in general, see Importing Textures. The Normal map texture type formats the texture asset so it’s suitable for real-time normal mapping. Normal map A type of Bump Map texture that allows you to add surface detail such as bumps, grooves, and scratches to a model which catch the light as if they are represented by real geometry. For more information, see the Default Texture type. It provides access to most of the properties for Texture importing. This is the most common setting used for all Textures. The following table lists the available texture types and explains their purpose. The other properties in the Texture Import settings window change depending on the value you set. Use the Texture Type property to select the type of Texture you want to create from the source image file. You can preview the Texture and adjust its values here. Use the Platform-specific overrides panel to set default options and their overrides for a specific platforms. Depending on what Texture Type value you select, extra properties might appear in this area. (C) Type-specific and advanced properties. Select the shape and set properties specific to that shape in this area. Select the type of Texture you want to create. There are several sections on the Texture Import Settings window: Expand the Advanced section in the Inspector window to view these properties. Note: Some of the less commonly used properties are hidden by default. The Texture Import Settings window appears in the Inspector A Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. To access this window, select the image file in the Project window A window that shows the contents of your Assets folder (Project tab) More info See in Glossary. In all situations I got all import FBX without the problem.Īt the end I think the cause is in the SimpleBake, because it added an alpha channel to the baked PNG, although I didn`t select any alpha settings check any alpha setting.The Texture Import Settings window defines how Unity imports images from your project’s Assets folder into the Unity Editor. And I got a model without blendmode artefacts.īesides, I tried different variations of manually saved PNG without alpha. I connected them to Blender in node editor and etc. Hah, it works, but, if I understand it correctly, it doesn’t connect alpha (in some situations it is not good).Īfter that I rolled back the Blender settings and finally, I made two PNG in Photoshop (with alpha and without). If I connect that PBR to my object and I export FBX, after that import back, I don’t have any problem (therefore the problem is not in Substance). In Substance Painter I made custom export preset without Alpha. Since I already knew that the reason of the problem was in the PNG alpha, I tried to find what adds alpha to the image. I got back to this question and made some tests. Not all formats can embed images OBJ can not, the OBJ_MTL file only points to them so for obj you will have to make a separate “texture” folder. I usually put the image files into a separate texture folder, for fbx is is possible to embed the images but it was not always that way and some software might not be able to retrieve them. If not you can get rid of the alpha channel with Gimp or Photoshop.Īs for selling assets, people like to see png files as they “presume” they are uncompressed (although you can compress png files). I am sure substance painter will give you the option to save png’s without the alpha channel (I do not use substance). This will also reduce the image file size. png do so, but make sure you do not save an alpha channel unless you actually want it. If you use a png that does not have an alpha channel blender will not plug it in, nor set the eevee material to alpha blend mode. The Blender fbx importer checks the images to see if they have an alpha channel (even if it is all set to opaque) and if it does Blender automatically plugs it into the alpha channel of the material and sets the eevee blend mode to alpha blend. png files is that the can have an alpha channel (you can save.
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