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Exporting to glTF2 PBR material and glTF2 material with sheen, clearcoat and transmission. #653
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@fire To my mind, the first step would be the creation of a MaterialX graph for the glTF BSDF, which should be validated by Khronos then contributed to the BxDF graph library in MaterialX: https://github.com/materialx/MaterialX/tree/main/libraries#bxdf-graph-library We're happy to help developers in constructing such a graph, and there are several examples from which they can borrow, but ideally the development process should be overseen by the designers of the glTF BSDF at Khronos. |
I have started initial contact with Khronos's gltf working group. |
One of the members of the Khronos PBR TSG began prototyping something for us to experiment with. Many things still need adding or fixing, but it's a great start: |
Reporting back that I was able to compile gltf2 boomb[ox] example and using previous standalone work I was able to bake the dependencies. |
@donmccurdy gave me a MaterialX sample to reference making pbr gltf materials. Discussion reminded: |
An initial MaterialX graph for the glTF PBR shading model has been merged in pull request #861. |
Trying to devise a match for the gltf2:
Not sure where the current work is.
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