Fbx exporter dependency to material #93
etherealchain
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Do you know why is that? |
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This dependency chain isn't quite correct. The FBX doesn't depend on a MaterialAsset, it depends on a MaterialTypeAsset. And it doesn't depend on any MaterialTypeAsset, it only depends on StandardPBR.materialtype.
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In the current implementation,
ModelExporterComponent
export both model and material asset, which result in the following dependency:The result is whenever shader file is updated, fbx will be reprocessed by AssetProcessor, which wastes a lot of time and is not good for fast iteration.
To address this issue, we need to find a way to break the dependency between fbx and material, a possible solution is to use the intermediate asset feature used by
MaterialTypeBuilder
.To declare the product as intermediate, one has to set platform name to "common", and set the IntermediateAsset flag on the final product, to achieve that we may need to modify
SceneBuilderWorker
a bit.After discussing with @santorac, the ideas are as follows:
MaterialSourceData
instead of material assetSceneBuilderWorker
to output an extra "common" job, use this job to outputMaterialSourceData
and add the IntermediateAsset flagMaterialSourceData
will be put in AssetProcessorTemp folderMaterialBuilder
and finish the jobA side note is the model asset will still hold a material asset, as default material. So we have to load it when we are creating model asset, after the material had been built by
MaterialBuilder
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