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Bug report: Shade Texture should always be assigned on export. #97
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Hi!
Latest UniVRM 0.97.0 doesn't do that and in this situation Shade Texture becomes null. Here is my workflow. Please check if anything is wrong.
We can see that "_MainTex" exists but "_ShadeTexture" does not. |
May, there is a bug that the VRM Add-on ignores _ShadeTexture when importing under certain conditions....? |
vrm-c/UniVRM@3d2e1ce 上記の仕様変更は、この問題に関係していると思います。また、この変更を私は追跡していません。 ADD I think below is GI fix PR. |
// deepl translation! そうきましたかぁぁ、情報ありがとうございます!、将来実装予定のVRM 1.0エクスポートはその方針でいくとして、VRM 0.0はどうするか悩ましいですねぇ。。。 |
I think, IO can export same file as possible from imported. 自分ならIOは同じものであるべきだと思うので、0.0では対応しません。見た目がIO前後で変わる(可能性がある)事こそ混乱すると思います。 @lyuma Your UniVRM behavior looks like include migration of VRM 0.0 to 1.0. |
いったん現場の動きを正しいものと看做します。 |
This issue was closed because it has been inactive for 120 days since being marked as resolved. |
Describe the bug / バグについて
In UniVRM, Shade Texture is always set to the same as Main Texture by default. (unless manually overridden)
However, In Blender, Shade Texture will be exported null unless manually assigned. This causes bad lighting.
To Reproduce / バグの再現方法
Steps to reproduce the behavior:
Expected behavior / 期待する動作
I expect all materials with a Main Texture to also have a Shade Texture assigned.
Due to how MToon shader works, a material with Shade Texture null will not show shading correctly.
Therefore, it would produce better results to assign a Shade Texture on export, either customized or matching the Main Texture.
Screenshots / スクリーンショット
Left/左: Blender export. Shade Texture set to null | Right/右: Materials edited in Unity to have same Main and Shade texture
Lighting is less visible on the left side, even though all other material settings are the same.
MToon node graph:
![image](https://user-images.githubusercontent.com/39946030/158281312-94c09c35-210d-42c4-89f5-8ff1b2692cda.png)
Desktop (please complete the following information) / PC環境情報
Additional context / なにか他に書いておきたいことはこちらへ
Add any other context about the problem here.
I maintain Godot-vrm, which has a bug when Shade texture is unassigned. (I just filed V-Sekai/godot-vrm#36 )
Because this case can never happen in Unity exports, I did not notice it until now.
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