Bert Temme
Bert Temme
ok thanks for the explanation! At the moment after glTF/3D Tile creation I do a post process step (using gltf-pipeline) but its not optimal because of the temporary files involved...
ok good to know this is work in progress. About the geometry: I'm wondering why the ifc has 3 building levels, the glTF has 4?
@Moult yes works very well IfcConvert, just investigating alternatives for more custom solutions.
recently I saw some SharpGLTF code for merging glTF's, maybe it fits in this library usecase. ``` // example of merging 2 glTF models var terrain = SceneBuilder.Load("terrain.glb"); var boat...
these options are specified in Materials.KnownChannel enumeration, available options: Normal, Occlusion, Emissive, BaseColor, MetallicRoughness, Diffuse, SpecularGlossiness, ClearCoat, ClearCoatNormal, ClearCoatRoughness At the moment only BaseColor is used.
In the current glTF's the default pbrMetallicRoughness shader is used for BaseColor, AlphaMode and DoubleSided. Possible other options are: MetallicFactor (default 1) and RoughnessFactor (default 1). There is an glTF...
Proposal JSON structure: ``` { "emissiveColors": [list_of_colors in hex [R,G,B,-]] "pbrMetallicRoughness": { "baseColors": [ list_of_colors in hex [R, G, B, Alpha]], "metallicRoughness": [list_of_metallic_roughness in hex [Metallic Factor, Roughness Factor, -,...
Ok, sample for geometry with 2 triangles: ``` { "extensions": { "pbrSpecularGlossiness": { "diffuseColors": ["#E6008000","#E6008000"], "specularGlossiness": ["#4D0000ff", "4D0000ff"] } } } ``` Explanation: Triangles are rendered using SpecularGlossiness shader with:...
yeah I'll remove the 'extensions' object
for first preview of this functionality see https://github.com/Geodan/pg2b3dm/blob/shaders/src/release_notes_0.10.md