glTF exporter: set udim material names with tile number
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@ -5,7 +5,7 @@
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bl_info = {
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'name': 'glTF 2.0 format',
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'author': 'Julien Duroure, Scurest, Norbert Nopper, Urs Hanselmann, Moritz Becher, Benjamin Schmithüsen, Jim Eckerlein, and many external contributors',
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"version": (4, 3, 17),
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"version": (4, 3, 18),
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'blender': (4, 2, 0),
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'location': 'File > Import-Export',
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'description': 'Import-Export as glTF 2.0',
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@ -773,8 +773,8 @@ class PrimitiveCreator:
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self.export_settings['log'].warning(
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'We are not managing this case (UDIM for {})'.format(tex))
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self.additional_materials.append(
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(new_material, material_info, int(str(id(base_material)) + str(u) + str(v))))
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self.additional_materials.append((new_material, material_info, int(
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str(id(base_material)) + str(u) + str(v)), "10" + str(v) + str(u + 1)))
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# Now, we need to add additional Vertex Color if needed
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if self.export_settings['gltf_all_vertex_colors'] is True:
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@ -75,7 +75,7 @@ def gather_primitives(
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export_settings)
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else:
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# UDIM case
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base_material, material_info, unique_material_id = udim_material
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base_material, material_info, unique_material_id, tile = udim_material
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material = get_final_material(
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blender_mesh,
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unique_material_id,
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@ -84,6 +84,9 @@ def gather_primitives(
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material_info["uv_info"],
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export_settings)
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# Force change name of material to get the tile number in the name
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material.name = material.name + "." + tile
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primitive = gltf2_io.MeshPrimitive(
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attributes=internal_primitive['attributes'],
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extensions=__gather_extensions(
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