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occlusionMetallicRoughness #54
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Hi @blitz-research — glTF uses the same packing order as UE4:
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. |
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. |
Thanks Don, just what I needed. All the info is indeed there somewhere,
it's just a bit hard to find sometimes!
…On Wed, May 3, 2017 at 11:47 PM, Marco Hutter ***@***.***> wrote:
And will there be a cheat sheet for gltf2?
I hope so! @javagl <https://github.com/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.
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Fine with me.
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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
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