glTF-BinExport

Hi Aske, Joshua,

Great progress! Are you guys considering adding?

  1. PBR support, so the PBR materials assigned in Rhino export with all its correct textures assigned to each channel?

  2. Export of Bongo animation to animated .GLTF? Joshua, I guess this effort ois kid he related to our requests of exports/imports of Bongo animation to other formats such as FBX, Collada, etc.

Thx,

Gustavo

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Joshua has already been working on this. The glTF specification appears to have some funky quirks where some textures are bunged into different channels of image, so there’s still some work to be done there I think.

Hi @gustavo!

  1. Metallic Roughness PBR Material already works with .png textures for: base, metallic, roughness, and normal maps. If you have a scene that doesn’t work, please let us know!

@nathanletwory The metallic/roughness texture is being packed into one image, but we already take care of that.

We’ll work towards handling bump/normal correctly (it’s there but doesn’t really work correctly), Sheen and Clearcoat as well.

edit: and normal maps as well. Bump doesn’t work.

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Version 1.7.0.0 is released. The update can be downloaded with the PackageManager.

Features:

  • Bump maps are converted on the fly to normal maps :tada:
  • Better handle the conversion from Rhino’s PBR material to glTF PBR material. Including with and without textures in the different slots, color space conversion, and alpha behavior. :tada:
  • Resampling of textures.
  • Added flip Z-up to Y-up option. Default is “turned on” for glTF, but engines/editors might need it to be off.
  • Split DracoCompression bits into position, normal, and texture to give users better control of the compression.
  • Internal refactoring, bug fixes and edge cases ironed out.

Most of the work was again done by @Joshua_Kennedy :clap: :clap: :clap:

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Released version 1.7.1.0

If you exported any files with color textures with 1.7.0.0, they probably need to be re-exported.

Hello! We are looking to help a client export their Rhino models to the web and are testing this Plug-in, but it seems no matter the complexity of the model, I cannot successfully get it to export. If I try glTF binary or text, I get the same error:

“ERROR: Failed exporting selected geometry to file.
File successfully saved as /Users/{username}/Documents/3d_exports/test.gltf.”

I have installed Rhino under an evaluation license, and it’s only about 2 days old, but was wondering if the ‘save limitation’ may have something to do with it?

For the duration of your Rhino evaluation license there is no save limitation.

You may want to share a file that fails with @Joshua_Kennedy or @aske to help them identify and fix the problem.

Hi, I had the same problem with the latest version (1.7.1.0) and tried the older version of the plugin (1.7.0.0) and it worked just fine. Hope that helps.

Hi,

I’d like to take a look at the file which is failing so I can put a fix in. You can share it with me confidentially here

https://www.rhino3d.com/upload?to=joshua@mcneel.com

@raamt I would also like to see your file as well

Hello, thank you for your respond. I have a pretty complex and heavy model in rhino and this is the first time I’m trying to export to glb. As I mentioned, the latest version of the plugin didn’t work at first, but with the earlier version I can export and view simple models but again I cant figure out a way to export my model. I will send the file your way and any type of help would be much appreciated.

Hi Joshua,

Thanks for the speedy reply - unfortunately I cannot share my client’s file due to active NDA’s and the protection of intellectual property, but I also tested the export out with a very simple model and it failed
(I literally opened a new file, drew a cylinder, and ran the file->export command)

Full disclosure - this is the first time I’ve used Rhino - I’ve only ever used 3ds Max, SketchUp and a little bit of Blender prior to this…

I found a scene that reproduces it. I’ll email you a file.

@raamt and @leigh_rhino could you try to select only geometry (poly, breps, etc.) in your scene and then try “Export Selected”?
I think it fails because it receive dimensions, lights, or something similar.

1.7.2.0 is released (again thanks to @Joshua_Kennedy :clap: ) with fixes for problems reported by @raamt and @leigh_rhino:

  • skip none-geo objects such as curves, annotations, etc.
  • Handle nested Blocks correctly.
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Released 1.7.3.0 (@Joshua_Kennedy :clap: ) with fixes for:

  • exporting geo without UVs resulted in the export failing.
  • for materials without diffuse texture, with a “dark” (value < 0.5) diffuse color, the alpha could be exported incorrectly resulting in completely transparent materials.
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I’ve logged that here

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Thanks Joshua! How’s the overall import-export of animations in Bongo 3 going? We are currently working in 2 projects that started it Rhino and we would have liked to stay in Rhino longer and do our animations there but we couldn’t since we need to export the animations to other apps for other effects.

Thx.

G

I found this which might be of use to those of us who need to get some GLB/GLTF files for website previewing (like on certain themes in Shopify).

https://myminifactory.github.io/stl2gltf/

Converts STLs to useful 3D models for web viewing. Not sure how to get the rendered materials to show either. I tried that Modelo website too for it and still doesn’t show up as shiny silver or gold even when I have it rendered as such in Rhino.

As far as I’m aware, STL doesn’t translate materials or textures.

Did you try out the plugin in this thread? It exports directly from Rhino to glb/gltf. See the first post for installation instructions.

Released 1.8.0.0 (requires Rhino 7.5): (@Joshua_Kennedy :clap: )

  • Export options now conforms to other Rhino export dialogs with a tabbed layouts, such as OBJ.
  • Use Display Color setting added, similar to OBJ export behavior.
  • Persist export options across saves, so they are pre-filled next time.
  • Code cleanup :tada:
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Hi, @Joshua_Kennedy how are you?
I’m Fernando, a designer that works on Fresco Design with @gustojunk and lately, I have been testing the .gltf exporter to use it in our AR projects.

I found a couple of issues with the Rhino PBR materials that appear to be solved by turning off the “alpha transparency” and “use alpha channels” checkboxes. Can we have a global switch to turn them off all at once on the export options?


Another thing I found out is that the Rhino glass and gem materials don’t work, does the plugin just work with PBR materials or there is something I can do to make them work?


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