Skip to main content
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. Connect the same UV-unwrapped mesh you used for baking, 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 normals and tangents needed for correct shading.

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

This documentation was AI-generated. If you find any errors or have suggestions for improvement, please feel free to contribute! Edit on GitHub

Source fingerprint (SHA-256): f91985ef686beddccc41a72614b3d263b4e0d9f1a156db6017d620de26d7b6cf