david028 Posted December 28, 2015 Share Posted December 28, 2015 I am working on a scene exported from 3ds Max. It's great for making the bulk of the scene but I always end up making minor adjustments to materials in the browser because it never quite looks the same in babylon.js. I have tried using the SceneSerializer to save the scene after making changes and noticed that it is saving with a larger array of materials than the original. For example I use the SceneLoader to load a scene with 8 materials and then SceneSerializer exports a scene with twice as many materials, some with duplicate names. Does anyone know the reason for this or a workaround? Quote Link to comment Share on other sites More sharing options...
Dad72 Posted December 28, 2015 Share Posted December 28, 2015 I noticed that also and I asked myself the same question. it appears that the materials are serialize twice. Quote Link to comment Share on other sites More sharing options...
RaananW Posted December 28, 2015 Share Posted December 28, 2015 Hmmm.... Let's fix that!Which one of you can prepare a playground with the error? Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted December 28, 2015 Share Posted December 28, 2015 One change I made recently to Materials.Parse is to check if the ID of a material already exists, then ignore loading it and return the first. The intention is to allow sharing of materials across .babylons. I mention this, so you are not confused using debug layer not loading everything. Quote Link to comment Share on other sites More sharing options...
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