Textured Mesh for AMS and MMU
Multi-material systems — Bambu's AMS, Prusa's MMU, the Mosaic Palette — need to know which regions of a model are which colour before they can assign filaments. That information has to come from somewhere, and a bare STL simply does not carry it. Hi3D exports a GLB containing the mesh and its baked albedo map together, so slicers and colour-painting tools that read textured formats can pick the regions up directly instead of asking you to hand-paint every facet. The de-lighting pass matters more here than anywhere else: a shadow baked into the texture would be read as a genuine colour change and assigned its own filament.


