Did a quick test on embedded alpha: still works
Now would actually help to see the actual blend file that has the issue but let me try to blindly troubleshoot the issues:
Blender: Removing Textures from Texture Editor
Blender works via datablocks: so nothing really gets “removed” until it has no references in the scene setting datablocks to for a texture, then saving and reloading ( this seems intuitive, but knowing how rendering engines need to references to single texture, it is there to make sure the texture is loaded only once to memory instead of many: to make sure rendering is as fast as possible, since you only have to references to the textures,object,mesh,etc)
To remove images from the UV editor (or just texture viewer as they say in blender, right click view image to see all the text):
- Press the X next to the file open with
shift+left mouse click: Tool tip on it says shift+click to set users to zero, data will not be saved
- Check the texture list: (see 1)
(see 2) 0 infront of the name means it has no references: and will not be saved on the next save. F means it has a “Fake” user: and will be saved even if it doesnt have any actual users.
- Reload the scene by Save and Open Latest ( ctrl + w, ctrl + shift + o + enter )
Hifi: The Ghost ( 'pooky ) Window Issue: (Material swap)
What I noticed about embedded textures, is that **if you do embed the textures, you better make sure that all texture and material names have no periods in the names in the objects you bring into high fidelity -
Otherwise high-fidelity will render all the materials in incorrect order, and from your case it seems as if the glass texture got assigned to the frame of the window. This will occur on other 3d suites and not just blender.
You can try running @humbletim 's script to replace all the periods with _ ( which is really annoying to do since blender’s conventions always add periods if you replicate something )
###Hifi: No materials defined:
This means you have no materials defined for the faces of the object: Especially apparent if as you move around this the textures switching like crazy: hard to reproduce if there is only one other texture being used in the scene (mixamo avatars have a bundled texture). Objects without materials tend to start sucking in all the textures in the environment, especially avatars.
Hifi: Other stuff you may encounter
Transparency materials are known to have some issues in Hifi: do not combine solid and transparent as of this moment, in the same mesh (blender object, you can still export all the mesh into a single file, see below image for example what I mean)
if object with a solid material intersects the transparent part of the model, the transparency will turn solid. : usually its best to keep them as separate mesh objects (but can be combined into the same file):
Forexample with my Fennec Avatar’s eyes I have the corneas separated as a separate object. The same concept applies on entities as well.
But entire model is exported into a single fbx. which fixes that issue for now.
Hopefully that helps.