This is necessary to properly handle FLVER UV layers, as these are tightly packed in each FLVER submesh and need to be properly assigned to named layers in Blender depending upon their material usage (otherwise, lightmap UVs may overlap with standard texture UVs, and so on). Soulstruct will...
Instances detected are objects sharing the same mesh data. At import, instances are created by creating objects sharing the same mesh data. Materials The core material system in glTF supports a metal/rough:abbr:`PBR (Physically Based Rendering)`workflow with the following...
Conform UV maps to image dimensions- For textures in a rectangular (non-square) format, this option will adjust the UVs for each map type to match the image dimensions. Please note that this feature does not work with all rendering engines and is disabled by default. Use 16-bit maps- Thi...