I’ve got a mesh that I’ve retopologized and UV mapped outside of reality capture, then re-imported and reprojected diffuse and normal onto. That seems to have worked just fine. I can see both textures on the model.
For some reason (I swear this has worked before), when I export to gltf/glb, only the diffuse texture gets included (whether I’m exporting embedded textures or not). I’m not seeing anywhere in the export options to specify that the normal map needs to get exported as well.
Any ideas? If I export as .obj, both the normal and diffuse get exported properly.
(Also, should I only be able to choose jpg or webp as the texture export options for gltf?)
Well, I figured out the png issue. Apparently it’s not an option if you aren’t exporting an alpha channel on your textures. I feel like PNG should always be an option, really. Sometimes I don’t want jpeg compression.
Hi J.camp,
which version of RealityCapture are you using?
Have you had created normals in the project? If so, have you had checked it in the export settings?
I think yes? what I did is:
simplify the my mesh, unwrapped and used the reprojection tools and then I exported to fbx.
but the thing is, the tutorial I was following have a different settings on fbx than mine.
but still I checked the normal export on it.
This also happened when I used it on my last project 2 weeks ago.
During simplification, have you set the normal creation option?
After that, are you able to see the normal layer under the model or in 2D view?
Can you share your settings there?
For other formats is it possible to export normals?
If so, can you try open the RealityCapture with pushed SHIFT and choose the option Make it like a clean install and then try to export the normals again?