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This node attaches baked texture images to a mesh’s UV layout so they can be exported together with the mesh by the SaveGLB node. Feed it the same UV-unwrapped mesh you baked the textures from, along with the baked image maps. Optional metallic, roughness, and occlusion maps are packed into a single ORM texture, and supplying a normal map also stores the smooth vertex normals and tangent basis needed for correct shading.

Inputs

Note: The mesh input must have UV coordinates; if it does not, the node raises an error asking you to connect the same UV-unwrapped mesh used for baking. 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 among the provided maps. Note: When normal_map is connected, the mesh’s stored normals are replaced with computed smooth vertex normals and a per-vertex tangent basis is added. UV coordinates that fall outside the [0,1] range are uniformly scaled into [0,1] while preserving aspect ratio; a warning is logged if the UV span looks like a tiled/UDIM layout. For batched meshes, UV normalization is applied separately to each item in the batch using the same logic as the bake step, so both stay aligned.

Outputs

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