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It would be useful to support materials that use the Diffuse BSDF shader, which is simpler than Principled BSDF, and should certainly be supported for non-PBR workflows.
This may require either a workaround in blend2bam or an upstream feature request/PR to the glTF exporter.
If we decide against this, then there needs to be a note in the manual saying that only Principled BSDF is supported.
The text was updated successfully, but these errors were encountered:
It would be useful to support materials that use the Diffuse BSDF shader, which is simpler than Principled BSDF, and should certainly be supported for non-PBR workflows.
This may require either a workaround in blend2bam or an upstream feature request/PR to the glTF exporter.
If we decide against this, then there needs to be a note in the manual saying that only Principled BSDF is supported.
The text was updated successfully, but these errors were encountered: