GodotVR / godot_openxr_vendors

Godot 4 wrapper for OpenXR vendors loaders and extensions
MIT License
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Model materials improperly set when using OpenXRFbRenderModel #175

Open DungenRobot opened 2 weeks ago

DungenRobot commented 2 weeks ago

When using the OpenXRFbRenderModel node, the controller model and albedo texture are correctly applied. The other textures (roughness, metalic, normals) are not applied. This results in a shiny controller model that does not reflect quest controllers accurately and may distract or take a user out of the experience.

Examples

image image Quest Plus controllers should appear mostly matte, except for triggers. image Quest Pro controllers should appear similarly

[!NOTE] Tested with the Quest 3 and Quest Pro in the Mobile renderer. Not tested with Quest 1 or Quest 2

Steps to reproduce

  1. Create a new Godot 4.3 project
  2. Install Godot OpenXR Vendors Plugin v3.0.0 Beta 2
  3. Follow documentation steps to setup XR and Android build
  4. Add OpenXRFbRenderModel nodes as children of XRController3d
  5. Build and observe in-headset
dsnopek commented 2 weeks ago

Thanks!

We're relying on Godot's GLTF importer to convert the materials. I wonder if we need to do a little post-processing of the materials to fix them up?

/cc @devloglogan