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occlusionMetallicRoughness #54

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blitz-research opened this issue May 3, 2017 · 6 comments
Closed

occlusionMetallicRoughness #54

blitz-research opened this issue May 3, 2017 · 6 comments

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@blitz-research
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Hi,

I see the gltf2 corset sample model has its occlusion/metallic/roughness textures packed into the one texture:

https://github.com/KhronosGroup/glTF-Sample-Models/blob/master/2.0/Corset/glTF/Corset_occlusionRoughnessMetallic.png

But which texture channels go where? Is it R=occlusion, G=metallic, B=roughness? Is this hardcoded in or docced anywhere?

And will there be a cheat sheet for gltf2?

Bye!
Mark

@donmccurdy
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Hi @blitz-research — glTF uses the same packing order as UE4:

channel texture
red occlusion
green roughness
blue metallic

This is described in the schema, but I'm not sure it's made it into the human-readable spec yet.

There is discussion in a github issue with much more detail here. Here is the relevant UE4 documentation; those are the export settings you would use in Substance Painter, for example.

@pjcozzi
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pjcozzi commented May 3, 2017

And will there be a cheat sheet for gltf2?

I hope so! @javagl is the creator of the 1.0 reference.

@javagl
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javagl commented May 3, 2017

And will there be a cheat sheet for gltf2?

I hope so! @javagl is the creator of the 1.0 reference.

The PBR is a big thing. There certainly will be an update for the overview - hopefully soon, but don't hold you breath.

@blitz-research
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blitz-research commented May 4, 2017 via email

@emackey
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emackey commented Jul 10, 2017

OK to close this?

@blitz-research
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blitz-research commented Jul 10, 2017 via email

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