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david028

Import/Export Scene with SceneSerializer (additional materials)

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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?

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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.

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