import { Document } from '@gltf-transform/core'; export interface SanitizeMaterialsResult { /** materials whose baked self-illumination was removed */ emissiveStripped: number; /** of those, materials whose textureless metallic=1 default was dropped to 0 */ metallicZeroed: number; /** untrusted creator metadata discarded before publication */ metadataStripped: number; } /** * Meshy exports bake the albedo into the EMISSIVE channel (the same texture as baseColor, factor * [1,1,1]) so previews pop without any lighting — in-world the character self-glows at full * brightness and a moody scene can't touch it. Strip emissive ONLY on that signature (an authored * emissive mask is a distinct texture and survives), and on those materials drop the textureless * metallic=1 Blender default to 0 — with the glow gone it would render as black chrome under * punctual lights, when the baked look is plain rough albedo. */ export declare function sanitizeBakedEmissive(document: Document): SanitizeMaterialsResult;