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