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[Question] why not add uv tiling and offset to gltf format ? #1141

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sonygod opened this issue Nov 2, 2017 · 6 comments
Closed

[Question] why not add uv tiling and offset to gltf format ? #1141

sonygod opened this issue Nov 2, 2017 · 6 comments

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@sonygod
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sonygod commented Nov 2, 2017

[Question] why not add uv tiling and offset to gltf format ?
I 've search this repo ,but all of give me one answer ,it's not necessary to support that, because you
have some Tool like substance to export that.
hey,it's kidding .
what about unity,ue4,babylon.js ..so on . all of them support this important feature .
current we consider use gltf for our main 3d format , use unity as exporter

our model include some material like fabric,wood,and all of that need uv tiling and offset..

@emackey
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emackey commented Nov 2, 2017

I'm not sure I understand. glTF already supports horizontal and vertical wrapping modes such as CLAMP_TO_EDGE, REPEAT, and MIRRORED_REPEAT. One can make repeating tiles of fabric or wood using that. Are you talking about some other form of UV tiling?

What do you mean by "offset"? In a 3D modeling package I can add an offset to existing UV coordinates, and the offset is baked into the model on export. Is there some other offset I'm missing? I think glTF may be lacking the ability to animate UV scaling and offset over time, is that what you mean?

@sonygod
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sonygod commented Nov 3, 2017

image
image

wrapping modes seem can't control tiling and offset .

@sonygod
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sonygod commented Nov 3, 2017

demo
my leather material was missing detail when no offset and tiling.

image

the originally
image

@emackey
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emackey commented Nov 3, 2017

Thanks for the reference @AurL. There is an extension being developed for this in #1015.

@AurL
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AurL commented Nov 3, 2017

Nice!
Thanks @emackey , I'll take a look at it.

@donmccurdy
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Closing this issue to consolidate, please follow #1015 for progress on this extension.

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