Inputs
Note: When any of
metallic, roughness, or occlusion is connected, all three are packed into a single glTF ORM texture with channels R = occlusion, G = roughness, B = metallic. Missing maps are filled with defaults (occlusion 1, roughness 1, metallic 0), and maps with different resolutions are resized to the largest width and height. When normal_map is connected, the mesh’s normals are replaced with computed smooth vertex normals and a tangent basis is added. UV coordinates that fall outside the [0,1] range are uniformly scaled into [0,1] while preserving aspect ratio.
Outputs
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