Material workflow from Blender

Hi all!

What is material workflow when the material is created in Cycles in Blender to look the same (or similar) in Urho3D?
For PBR and non-PBR?

I’m inclined to say none.
Have you seen godan’s work on reflection probes?

The answer is baking, but the final result is less than stellar in my experience. I’m still experimenting with this, however.

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Also this only works for static lights and geometry. Unless you’re after generated textures or an ambient occlusion map.
But still might be the answer @slapin was looking for.