Doc tweaks.

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Par Winzell 2017-10-21 10:39:06 -07:00
parent 81c73171be
commit dda16a9530
1 changed files with 18 additions and 12 deletions

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@ -170,13 +170,13 @@ There are three future enhancements we hope to see for animations:
### Materials
With glTF 2.0, we leaped headlong into physically-based rendering (BPR), where
canonical way of expressing what a mesh looks like is by describing its visible
material in fundamental attributes like "how rough is this surface".
the canonical way of expressing what a mesh looks like is by describing its
visible material in fundamental attributes like "how rough is this surface".
By contrast, FBX's material support remains in the older world of Lambert and
Phong, with much simpler illumination and shading models. These are modes are
largely incompatible (for example, textures in the old workflow often contain
baked lighting that would arise naturally in a PBR environment).
Phong, with simpler and more direct illumination and shading models. These modes
are largely incompatible — for example, textures in the old workflow often
contain baked lighting, which would arise naturally in a PBR environment.
Some material settings remain well supported and transfer automatically:
- Emissive constants and textures
@ -194,14 +194,17 @@ and additionally, with Blinn/Phong:
(All these can be either constants or textures.)
Increasingly with PBR materials, those properties are just left at sensible zero
or default values in the FBX. But when they're there, and they're how you want
to define your materials, one option is to use the --khr-materials-common
command line switch, which incurs a required dependency on the glTF extension
`KHR_materials_common`. **Note that at the time of writing, this glTF extension
is still undergoing the ratification process, and is furthermore likely to
change names.**
#### Exporting as Unlit/Lambert/Phong
Increasingly with PBR materials, these properties are just left at zero or
default values in the FBX. But when they're there, and they're how you want the
glTF materials generated, one option is to use the --khr-materials-common
command line switch, with the awareness that this incurs a required dependency
on the glTF extension `KHR_materials_common`.
**Note that at the time of writing, this glTF extension is still undergoing the
ratification process, and is furthermore likely to change names.**
#### Exporting as Metallic-Roughness PBR
Given the command line flag --pbr-metallic-roughness, we accept glTF 2.0's PBR
mode, but we do so very partially, filling in a couple of reasonable constants
for metalness and roughness and using the diffuse texture, if it exists, as the
@ -212,6 +215,9 @@ issue here is the lack of any obviously emerging standards to complement FBX
itself. It's not clear what format an artist can export their PBR materials on,
and when they can, how to communicate this information well to `FBX2glTF`.
(*Stingray PBS* support is
[high on the TODO list](https://github.com/facebookincubator/FBX2glTF/issues/12).)
## Draco Compression
The tool will optionally apply [Draco](https://github.com/google/draco)
compression to the geometric data of each mesh (vertex indices, positions,