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  1. Documentation
  2. Design process
  3. Materials and Textures
  4. Baked textures

Texture remapping

PreviousLightmapNextImporting own textures

Last updated 2 months ago

Texture remapping allows converting Ambient occlusion (texture) and Lightmap (proprietary material properties) into basic material settings such as Roughness and Emission, which are supported in standard 3D formats like GLB, FBX, OBJ, USDZ. This ensures that the object retains a similar appearance when exported into a file or viewed in AR.

How to run remapping:

  • for this feature to become available, the object or group must contain Ambient Occlusion or a Lightmap in any of its materials

  • select the desired object or group and right-click to open the context menu

  • select the Remap AO and LM

The time required for the remapping process may vary depending on the complexity of the scene.

Result:

  • the original object will be hidden

  • a copy of the object will appear (If the result is satisfactory, the original object may be deleted, they are not linked)

  • the copy of the object will include Roughness and Emission maps instead of Ambient Occlusion and Lightmap

Brightness and contrast settings can be adjusted for the Roughness and Emission maps if they do not match the appearance of the Ambient Occlusion and Lightmap.