Closed scurest closed 2 years ago
A basic emission material like this
exports as
"materials": [ { "emissiveFactor": [1, 0, 0], "pbrMetallicRoughness": {}, ... }
Since pbrMetallicRoughness is omitted, the defaults are baseColor=[1,1,1,1], metallic=1, roughness=1. This is much too bright.
Messing around in Blender to find an equivalent-looking Principled node, baseColor=[0,0,0,1], metallic=(anything), roughness=1 is much better.
Note: This material setup was discussed at https://github.com/KhronosGroup/glTF-Blender-IO/pull/1209#issuecomment-693649108.
Good catch, the exporter should produce baseColor: [0, 0, 0, 1] for materials like this.
baseColor: [0, 0, 0, 1]
@scurest @emackey Can you please have a look on #1569 ?
A basic emission material like this
exports as
Since pbrMetallicRoughness is omitted, the defaults are baseColor=[1,1,1,1], metallic=1, roughness=1. This is much too bright.
Messing around in Blender to find an equivalent-looking Principled node, baseColor=[0,0,0,1], metallic=(anything), roughness=1 is much better.