Hey devs,
i tried to extend the OBJ exporter from UE4 for our internal toolchain which uses the same shading model like UE4 which is described under the following link. http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_slides.pdf.
I want to add to the exporter a full flatten material exporter which is able to export Base Color, Metallic, Roughness, Specular, Cavity, Opacity etc. as textures which unfortunality did not work.
The problem is that the textures become complete white or black after the export except of normalmaps, diffusecolor and specularcolor which i dont need.
What i actually want is a working export of RGBA8 BMP’s before i can implement a floating point texture export (R32F, RGB32F, RGBA32F) which will be able to export the floating point material constants to their appropriate material.
Please find attached the altered source code.
Thx in adavance
cheers
Daniel