Closed opchronatron closed 2 years ago
If you're using a specular-glossiness workflow, that isn't fully supported. I'm still curious why it appears so shiny by default. If you can share this model or another model that exhibits this issue privately to warren@fourspace.co, I'll take a closer look.
I’ll send you the models tonight! Appreciate the help!
Thanks for sending those over; they made it much easier to track down. It turns out that we weren't mapping the PBR metallic/roughness factors over to SceneKit correctly. This should be looking much better as of 589ef13.
Wow, that was fast! We are pulling now and going to test. Really appreciate the help <3
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Brilliant!
When exporting a .glb from blender I am coming across the issue of the material being extremely metallic See image 1\
In the first version of GLTFKit it seems to be working. image 2
It also seems to be working in the online gltfviewer image 3
Any advice on what might be wrong?
p.s here is the blender material node