![]() The problem is that for some of the models I FBX-export from Blender, the first material slot shown in Unity (as an array of Materials) is not the first one that was defined in Blender. The idea is that the first material should be set by the artist as the "main" material, typically white, and the script can modify aspects such as HSV to give a visual effect.Įach material is applied to a distinct subset of faces of course. ![]() I have some scripting in Unity that dynamically modifies the first material on a MeshRenderer, and leaves the other materials, if any, alone. To be frank I'm not 100% sure if the problem I have is with Blender 3.0's FBX export or Unity 2020's FBX import, but that said maybe someone who knows more about this can help.
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