The GLB & Auto-Baking Update
This major update introduces native GLB support, a massive overhaul to the procedural material baking system, and critical bug fixes for standalone Windows builds.
✨ New Features
- Native GLB (glTF 2.0) Export: You can now export directly to a single, highly-optimized
.glbbinary file. This perfectly preserves PBR materials (Base Color, Metallic, Roughness) and requires zero sidecar files. Works flawlessly with Unity'sglTFastpackage! - Advanced Node Auto-Baking: The baking engine has been completely rewritten. It now automatically detects and bakes any non-standard node setups (including
MixRGB,Mathnodes,ColorRamps, and customMappingsetups) connected to your Principled BSDF, ensuring your Unity materials look 100% identical to your Blender viewport. - UI Overhaul: Added a sleek format selection card (GLB vs. FBX) in the main interface with updated BlendForge branding.
🐛 Bug Fixes
- Missing Textures Fix: Added a smart pre-flight safety check for missing image files in
.blendprojects. Cycles will no longer hang indefinitely. Instead, it dynamically generates black dummy placeholders during the bake so the export completes successfully. - FBX Embedded Textures Fix: Fixed an issue where baked textures and dummy placeholders were not being properly packed into the Blender memory, causing "pink textures" in Unity upon FBX import.
- Production Build (.exe) Script Fix: Fixed the
[stderr] OSError: Python file could not be openederror by updating the ElectronasarUnpackconfiguration, allowing the standalone Windows.exeto successfully execute the bundled Python scripts.
🛠️ How to Update
If you are pulling the source code, run npm install and then npm run dist to generate the new standalone .exe.