Thanks to the KHR_materials_anisotropy extension and cgltf v1.14, we have first-class support for anisotropy in the GLTFAsset API, but this isn't yet wired up in RealityKit material import.
The task is to figure out how to map the extension's anisotropy_strength and anisotropy_rotation properties (and texture) onto RealityKit's PhysicallyBasedMaterial.AnisotropyLevel and PhysicallyBasedMaterial.AnisotropyAngle and implement the feature in the RealityKit converter.
Thanks to the
KHR_materials_anisotropy
extension and cgltf v1.14, we have first-class support for anisotropy in theGLTFAsset
API, but this isn't yet wired up in RealityKit material import.The task is to figure out how to map the extension's
anisotropy_strength
andanisotropy_rotation
properties (and texture) onto RealityKit'sPhysicallyBasedMaterial.AnisotropyLevel
andPhysicallyBasedMaterial.AnisotropyAngle
and implement the feature in the RealityKit converter.