GLTF Sync Export Materials (Toolkit)

* Was initially trying to get custom brushes into the gltf manifest, and then simply removed the custom brushes entirely and problem still replicates Replicate Setup: 1. install game through unity (using the oculus code version) (non-experimental) 2. Install tilt brush toolkit 3. Install Python 2.7, pip, and python pillow Process used: 1. pack all atlases 2. save 2a. Save and exit (not clear if everything needs to be reloaded at this point 3. OpenBrush>Toolkit>Export Brushes for toolkit *Appears to serialize all brush assets in the manifests (preparation for export?) 3a. Save and exit (not clear if everything needs to be reloaded at this point 4. OpenBrush>Sync Export materials * I think this actually writes out the exportable brushes from/to the gltf manifest This calls some scripts in the install location/Support/bin file which is where the error source(s) are when called Throws exception on gltf_export_textures during the process request Log file is quite short just goes through a few steps after unity loading process... then: Triggers a fatal exception while attempting to load the fog.glsl shader `main.PreprocessException: R:\OB11-05-22\TestBuild11\TestBuild11\Support/GlTFShaders/Generators\PbrTemplate-f86a096c-2f4f-4f9d-ae19-81b99f2944e0-v1.0-fragment.glsl : fatal error: Cannot open include file: 'Fog.glsl' if the fog.glsl shader insturction is commented, it hangs while loading normals The pbr template has includes for Fog.glsl, NormalMap.glsl, and SurfaceShader.glsl I commented out the fog line to test and it hangs on the next include Any insights on what is going on here. Seems pretty clear that if the manifest isn't getting rebuilt/exported properly it won't get to the point of accepting any new brushes. Is my general concept of what is going on generally on target?
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