This pull request introduces significant changes to the MeshT file in the obj2tiles open-source project, enabling it to handle materials instead of textures. While this modification allows for material assignment, it currently results in a loss of color and shading in the converted models.
To further enhance the visual quality of the converted models and introduce shading and edge effects, I would like to seek guidance and suggestions from the main contributors. Specifically, I am interested in implementing a Phong shading model for the materials.
The Phong shading model simulates the interaction of light with surfaces, taking into account ambient, diffuse, and specular lighting contributions. By incorporating this model, we can achieve more realistic shading and enhance the overall visual appeal of the converted models.
I would greatly appreciate any insights, recommendations, or code guidance from the experienced contributors on how to modify the material handling code to incorporate the Phong shading model effectively. Together, we can collaborate to enhance the capabilities of obj2tiles and deliver visually stunning results.
Thank you in advance for your support and expertise in this matter. I look forward to your valuable feedback and suggestions for implementing Phong shading and achieving the desired shading and edge effects in the converted models.
@HeDo88TH
Description:
This pull request introduces significant changes to the MeshT file in the obj2tiles open-source project, enabling it to handle materials instead of textures. While this modification allows for material assignment, it currently results in a loss of color and shading in the converted models.
To further enhance the visual quality of the converted models and introduce shading and edge effects, I would like to seek guidance and suggestions from the main contributors. Specifically, I am interested in implementing a Phong shading model for the materials.
The Phong shading model simulates the interaction of light with surfaces, taking into account ambient, diffuse, and specular lighting contributions. By incorporating this model, we can achieve more realistic shading and enhance the overall visual appeal of the converted models.
I would greatly appreciate any insights, recommendations, or code guidance from the experienced contributors on how to modify the material handling code to incorporate the Phong shading model effectively. Together, we can collaborate to enhance the capabilities of obj2tiles and deliver visually stunning results.
Thank you in advance for your support and expertise in this matter. I look forward to your valuable feedback and suggestions for implementing Phong shading and achieving the desired shading and edge effects in the converted models. @HeDo88TH