[x3d-public] My proposal of changes to X3D to enable PBR and other material improvements
gpugroup at gmail.com
Sun May 26 06:03:28 PDT 2019
I had this old, hacked python x3d exporter working a bit in blender 279
last week but I heard blender 280 api changes were 'script breaking' -
welcome to try it
On Sat, May 25, 2019 at 11:19 AM Michalis Kamburelis <
michalis.kambi at gmail.com> wrote:
> GPU Group <gpugroup at gmail.com> wrote:
>> Hypothesis:main change: scalar and single-color material parameters are
>> now textures, and a few more added like roughness and bump/height map.
> Indeed, all material parameters are now expressible as simple scalar (or
> vector) modulated by a texture (thus, can vary per fragment). And there are
> some new things (normal map texture) and an alternative to Material node
> called PhysicalMaterial.
> That's a shortest summary of things in my proposal:)
> Q1. how do I do PBR in Blender?
> You should set appropriate Blender "material nodes". See what nodes setup
> is recognized by Blender -> glTF exporter. A precise description is in
> Blender manual ("Materials" section):
> Of course eventually I would like to see Blender -> X3D exporter support
> PBR features in X3D (following my proposal) too. I would expect that it
> will recognize the same Blender nodes setup since glTF exporter authors
> already did the research how to implement it at exporter level.
> Right now Blender -> X3D exporter is unfortunately broken for Blender 2.8.
>> Q2. how does PBR relat to real-time raytracing like DXR/RTX?
>> H: raytracing does shadows, takes more bounces to get lighting, don't
>> need cubemap environment light, requires light to be a shape ie sun or
>> lightbulb is visible in scene, and can also use PBR - much like Cycles
>> raytracer in Blender.
> PBR describes how you calculate lighting, and should be suitable for all
> rendering methods, including ray-tracing:)
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