Closed fire closed 2 years ago
@fire To my mind, the first step would be the creation of a MaterialX graph for the glTF BSDF, which should be validated by Khronos then contributed to the BxDF graph library in MaterialX:
https://github.com/materialx/MaterialX/tree/main/libraries#bxdf-graph-library
We're happy to help developers in constructing such a graph, and there are several examples from which they can borrow, but ideally the development process should be overseen by the designers of the glTF BSDF at Khronos.
I have started initial contact with Khronos's gltf working group.
One of the members of the Khronos PBR TSG began prototyping something for us to experiment with. Many things still need adding or fixing, but it's a great start:
Reporting back that I was able to compile gltf2 boomb[ox] example and using previous standalone work I was able to bake the dependencies.
@donmccurdy gave me a MaterialX sample to reference making pbr gltf materials.
Discussion reminded:
An initial MaterialX graph for the glTF PBR shading model has been merged in pull request #861.
Thanks for posting this original issue, @fire, and I believe we can close it out and create new issues (e.g. #874) to capture additional work on glTF/MaterialX integration.
Trying to devise a match for the gltf2:
Not sure where the current work is.