System Information
Operating system: Windows-10-10.0.19044-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15
Blender Version
Broken: version: 3.1.0, branch: master, commit date: 2022-03-08 18:16, hash: rBc77597cd0e15
Short description of error
Export and import a FBX with a simple material with a texture mapping results in incorrect tiling as the Mapping type is set to "Texture" instead of "Point" (the default).
After importing the FBX:
| Expected: | Result: |
If I'm not mistaken this needs to be fixed in export_fbx_bin.py:fbx_data_texture_file_elements:1432,
elem_props_template_set(tmpl, props, "p_vector_3d", b"Scaling", (((1.0 / s) if s != 0.0 else 1.0) for s in tex.scale))
might need to take the mapping type into account.
For reference, glTF seems to do that in gltf2_blender_get.py:get_texture_transform_from_mapping_node and takes TEXTURE, POINT and VECTOR into account for calculating the texture transform.
Exact steps for others to reproduce the error
- Open attached file or:
- Create a cube
- Add a material
- Add a texture to Base Color
- Add a UV Map node and a Mapping node, note the default type is "Point"
- Set Scale to 10,10,10
- Export as FBX with embedded textures
- Open a separate Blender instance
- Import the FBX
Note that the resulting texture tiling is effectively "inverted"
For reference:
- Export as GLB
- import the glTF
Note that the result is correct
Attached files:


