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Participant
June 5, 2025
Question

Texture Export Trouble

  • June 5, 2025
  • 1 reply
  • 388 views

I am trying to export a custom texture file, but the specular is not exporting. I am receiving the following error codes:

 

[MapExporter] The input map 'Specular' needed by the map 'fatigues_s' of the texture set 'DefaultMaterial' isn't available because: 'Specular' channel is missing in your texture set.

[MapExporter] The input map 'Glossiness' needed by the map 'fatigues_s' of the texture set 'DefaultMaterial' isn't available because: 'Glossiness' channel is missing in your texture set.

[MapExporter] The map 'fatigues_s' can't be generated for the texture set 'DefaultMaterial'.

 

I have enabled the specular level in the channels. I have also painted a layer using metal settings and set a metal material on some of the items in the texture. I am not sure what I am missing.

1 reply

Cyril Dellenbach
Community Manager
Community Manager
June 5, 2025

Hi @bog_witch,

 

Make sure your shader supports "Specular" and that it's enabled in all Texture Sets. Currently, the error indicates that it's not in enabled in your Texture Sets.

 

 

Best regards,

 

Cyril Dellenbach (Micro) | QA Support Artist | Adobe
bog_witchAuthor
Participant
June 6, 2025

This is my current texture setup. I am still getting the following errors.

[Project management] Save successfull
[MapExporter] The input map 'Specular' needed by the map 'fatigues_s' of the texture set 'DefaultMaterial' isn't available because: 'Specular' channel is missing in your texture set.
[MapExporter] The input map 'Glossiness' needed by the map 'fatigues_s' of the texture set 'DefaultMaterial' isn't available because: 'Glossiness' channel is missing in your texture set.
[MapExporter] The map 'fatigues_s' can't be generated for the texture set 'DefaultMaterial'.
[StacksExporter] Map export ended

 

What do you think I should check next? Could it be something in the export settings?

 

Cyril Dellenbach
Community Manager
Community Manager
June 6, 2025

As mentionned, your projects doesn't contain a Specular channel or a Glossiness channel. Therefore, if you want to keep your shader as it is and not use the dedicated Spec-Gloss one, you'll need to build a custom Export Template with converted maps.

 

 

Converted Glossiness = inverted Roughness
Converted Specular = Merging Base Color + Metallic

 

Otherwise, you can also use the dedicated Export Template PBR Specular Glossiness (converted from Metallic Roughness).

 

Best regards,

 

Cyril Dellenbach (Micro) | QA Support Artist | Adobe