Closed meshula closed 8 years ago
Hey @meshula I believe we have a work in progress in the spec that is exactly that: https://github.com/KhronosGroup/glTF/blob/master/specification/README.md#note-about-about-shaders
(BTW the spec needs update - for instance POSITION isn't mandatory anymore in attributes.)
Ah gotcha. I'd like to see support for Cook-Torrance. Shininess could be used for the microfacet distribution value, but it's not instantly obvious what to use for the Fresnel term.
Oh, and emission so we can make glowy Tron style characters :)
I had something similar in mind for the very simple (but very well-specified) X3D material model: https://github.com/KhronosGroup/glTF/issues/411
@meshula: At our institute we are definitely also interested in working on a physically-based material model for use with glTF... (here's a Demo, but don't wonder about the pre-rendered g-Buffers) ... might make sense to synch at some point, so please feel free to get in touch if you're interested.
Closing as duplicate with #84. Let's move the design discussion there.
Hey all, we're having a discussion about materials on the Alembic group, https://groups.google.com/forum/#!topic/alembic-discussion/aD-YTv6gd1c and thought I would bring the question over here too. The basic thought is that beyond a basic material schema (such as https://github.com/KhronosGroup/glTF/blob/master/specification/material.schema.json - Alembic's schema is similar), maybe it would be nice to have a simple schema with suggested standard names and interpretations for a very small number of properties. The discussion on the Alembic board is towards providing the minimum for a physically based set of parameters.
The motivation for such a minimal standard interpretation is that if a chunk of data is available with a standard material described in it, quick previewers and other pipeline tools could do a reasonably good job of representing a mesh.