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Hello. I suggest two parameters for glTF. Extension: KHR_materials_pbrDensityIor (formely PSM_materials_pbrDensityIor i.e. prismarine render library).
densityIorTexture and densityIorFactor (vec3) - IOR of surface, can be used with plastic, non-metallic surfaces, density is something alike subsurface scattering (insider diffuse), it means how much clear surface Insider, third parameter I have no idea
baseColorFactor and baseColorTexture (RGB i.e. vec3) - filtering of transparency, not refracted/promised light will reflected or absorbed.
In general, can be combined with pbrMetallicRoughness or specular glossy system. I suggest it, because most engines uses IOR and transparency parameters.
The text was updated successfully, but these errors were encountered:
We're gathering suggestions for next-gen glTF material settings in #1442. Merging this issue there, please chime in there with additional comments or suggestions.
Hello. I suggest two parameters for glTF. Extension:
KHR_materials_pbrDensityIor
(formelyPSM_materials_pbrDensityIor
i.e. prismarine render library).densityIorTexture
anddensityIorFactor
(vec3) - IOR of surface, can be used with plastic, non-metallic surfaces, density is something alike subsurface scattering (insider diffuse), it means how much clear surface Insider, third parameter I have no ideabaseColorFactor
andbaseColorTexture
(RGB i.e. vec3) - filtering of transparency, not refracted/promised light will reflected or absorbed.In general, can be combined with
pbrMetallicRoughness
or specular glossy system. I suggest it, because most engines uses IOR and transparency parameters.The text was updated successfully, but these errors were encountered: