Open fire opened 2 years ago
I think the information should go on the relevant pages, rather than having a single page list all conventions. Normal map direction should already be stated on the StandardMaterial3D page if I'm not mistaken (along with the class reference). The same can be done for metallic/specular/glossiness convention. We should find a link to a web-based tool to convert specular/glossiness maps to roughness/metallic if possible – or create such a tool if none exist :slightly_smiling_face:
The coordinate systems image can be added to the Introduction to 3D page.
I wrote a tool to convert specular/glossiness. It's been merged for the last 2 years.
There's also scale. Godot uses meters, but some things use other units, like Unreal uses centimeters.
I second @Calinou here, I would expect students to look for this information or appreciate this information to be listed on relevant pages. I'm unsure how many persons would find a page dedicated to 3D conventions (as they have to come up with the idea to search for this first). Though it's always hard to say, it's just a guess from my part.
This cheat sheet is aimed at Filament, but there is a great cheat sheet titled Crafting Physically Based Materials in the Filament documentation that translates well with glTF. Some features, such anisotropy have extensions that are still under development for glTF but given that PBR is physically based, those features should match this guide closely. A nice part of this is that it hints how you can you can make materials that are not based in reality in common PBR models.
Some features, such anisotropy have extensions that are still under development for glTF but given that PBR is physically based, those features should match this guide closely. A nice part of this is that it hints how you can you can make materials that are not based in reality in common PBR models.
Godot 3 and 4 both support anisotropy in the default material shader, so that's all good :slightly_smiling_face:
On the other hand, clearcoat rendering doesn't match what other PBR engines do: https://github.com/godotengine/godot/issues/14403 Clearcoat roughness is also not available, but there is a separate rim lighting feature available with adjustable tint.
Your Godot version: https://github.com/godotengine/godot/commit/0c23a2cfe3ad897e1e49008629c135764b2c155c
Issue description:
Document the 3d conventions problem between different 3d software:
URL to the documentation page (if already existing): Not sure.