Richard Sahlin
Richard Sahlin
I'm all for allowing the use of HDR displays but I don't think it belongs to an extension. Otherwise, an asset could technically not be displayed in HDR on an...
@sobotka > And again, what happens when a single channel escapes the display range? In what scenario may that be? Are you talking about _any_ hypothetical glTF? >You desperately need...
Hi Ben and thanks for your comment > The exposure/aperture and maximum scene illumination isn't really something I think should be standardized in the fashion described in this extension. I...
> Another part of physical cameras is their exposure controls. I think this is very useful. I think that we should have an exposure control on the camera and it...
> All major glTF viewers implement exposure controls (usually fixed, arbitrary right now) with tone mapping usually using the VFX ACES standard and then map to the screen using sRGB...
I don't think that a material should have physical scale. We have done similar prototypes to the AR usecase you mention. I think this usecase can be solved by either...
> My proposal is exactly how 3DS Max specifies real-world scale. Thus I am aligned with you -- we want to do real world UV scale! From 3DS Max docs:...
@MiiBond I don't see how adding a quad or box to this file would make the scale arbitrary? In it's simplest form the coordinates (eg 4 corners of the quad)...
> As an example, I don't believe there's any energy conservation between the diffuse and specular lobes in the glTF BRDF @jstone-lucasfilm Could you please point to the BRDF definition...
Please elaborate on why this extension is needed and what usecases it sets out to solve. If this extension is intended as a 'technology enabler' I think care should be...