You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
I'm working on a game engine where people could eventually upload assets. When models are cooked with
a different material workflow than 'Principled BSDF' they loose all their properties, that becomes a very frustrating experience
that can not be resolved from the engine point of view.
I would like the exporter to provide at least the very basic info, like Base Color. I think that way it will provide a basic 'usable' experience that will not discourage users so easily.
I think that will be very useful even in development procedure, where assets from different sources become more 'usable' for testing.
The text was updated successfully, but these errors were encountered:
glTF specification is based on PBR materials, aka Principled BSDF.
For any other workflow, we unfortunately can't manage every single case.
I think the best way to go is use extension addon with gather_material_pbr_metallic_roughness_hook in order to manage your own rules about material export
I'm working on a game engine where people could eventually upload assets. When models are cooked with
a different material workflow than 'Principled BSDF' they loose all their properties, that becomes a very frustrating experience
that can not be resolved from the engine point of view.
I would like the exporter to provide at least the very basic info, like Base Color. I think that way it will provide a basic 'usable' experience that will not discourage users so easily.
I think that will be very useful even in development procedure, where assets from different sources become more 'usable' for testing.
The text was updated successfully, but these errors were encountered: