Andreas Atteneder
Andreas Atteneder
> To add to this - the first thing we noticed on testing glb is they were like 3 times the size of an equivalent Unity asset bundle. When zipped...
> Personally I would love to see support for creating node graph based materials, so that the artist can easily tweak the materials manually after import when needed Hi @ItsCubeTime,...
@ItsCubeTime Usecases are indeed unlimited, but my time is not, so I prefer to seek for actual workflows that solve real-world problems first (it's fun to brainstorm workflow ideas though)....
@ItsCubeTime Yes, that's exactly what this issue is about. At runtime, you'd want to use the glTF shaders, since that way you don't need to change the channel mapping of...
@DelTaGC : I can see that a workflow like that would be useful to some/many, but I'm asking myself what would be the best solution. Ideas for approaches: 1. Optimize...
@drjaydenm : I think I got what you mean, thanks. It's a different topic though and (in my opinion) already covered in #305 .
> > A workaround that would work right now already (although a bit tedious) is to duplicate the elements you want to tweak (material+textures), change the texture resolution and re-assign...
Hi @chrisdjali-wrld3d, In hindsight I think `GetAccessor` should've been internal and not public. That was a mistake and that's why it's not particularly useful (without further access). However, I see...
Thanks for clarifying and putting this requirement on the map. Volunteers for making a proof of concept wanted! I might come back to it in the future myself, but not...
I'm also quite confident that this not a bug on glTFast side, but rather an inconsistency with UniGltf. Historical background: Up until version 3.x, glTFast used to convert models from...