03-22-2018, 10:33 AM
I have implemented GL transfer format (gltf,glb) importer and exporter for the
next release.
And I noticed their (new) Brdf materials settings.
Basically they are using only 4 (5 with alpha) parameters
Diffuse: RGB basic color
Metalness: 0.0 - 1.0 where 0.0 non metal and 1 is a metal.
Roughness: 0.0 - 1.0 Very 0.0 is very smooth and 1.0 is a rough material.
Emission: RGB for lighting parts.
So I have read up on it, many are using the same parameters, Disney(pixar/renderman) and Unreal for example.
I think this simplifies the material construction and want to change
the current "OpenGL" material dialog, and I can make "light" shaders look
closer to what they would look like in a game engine or renderer.
Opinions?
next release.
And I noticed their (new) Brdf materials settings.
Basically they are using only 4 (5 with alpha) parameters
Diffuse: RGB basic color
Metalness: 0.0 - 1.0 where 0.0 non metal and 1 is a metal.
Roughness: 0.0 - 1.0 Very 0.0 is very smooth and 1.0 is a rough material.
Emission: RGB for lighting parts.
So I have read up on it, many are using the same parameters, Disney(pixar/renderman) and Unreal for example.
I think this simplifies the material construction and want to change
the current "OpenGL" material dialog, and I can make "light" shaders look
closer to what they would look like in a game engine or renderer.
Opinions?