<div dir="ltr">Got it, thanks! <br></div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Fri, Jun 19, 2020 at 8:56 AM Michalis Kamburelis <<a href="mailto:michalis.kambi@gmail.com">michalis.kambi@gmail.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex"><div dir="ltr"><div dir="ltr">As for PBR notes:<br></div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">pt., 19 cze 2020 o 16:37 GPU Group <<a href="mailto:gpugroup@gmail.com" target="_blank">gpugroup@gmail.com</a>> napisał(a):<br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex"><div dir="ltr"><div dir="ltr"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial">1269            glTF physically based
rendering PBR, advanced material textures and lighting<span></span></span>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial">- freewrl implemented except EnvironmentLight. and direct gltf loading<span></span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial">- freewrl: no objection to EnvironmentLight - (freewrl needs work)<span></span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial"><span> </span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial">related: MultiTexture conundrum not solved: <span></span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial">--Lighting model implies texture is an input to lighting so comes first,<span></span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial">-- Multitexture implies Lighting comes first, so REPLACE can replace<span></span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial">pre-PBR technique: put (1,1,1,1) as placeholder for texture, in
Lighting, and modulate output diffuse component with Multitexture<span></span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial">post-PBR method: Physical lighting doesn't have compoentents, so can't
post-modulate to solve conundrum<span></span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial">Options:<span></span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial">1) Multitexture's a priori Lighting would be Gouraud / vertex shader
lighting, multitexture applied before Phong/frag lighting<span></span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial">2) Multitexture not applied to Physical<span></span></span></p><br></div></div></blockquote><div><br></div><div>My PR contains a prose how to deal with MultiTexture . It should work in all lighting models (Material, PhysicalMaterial, UnlitMaterial) in a way that is also backward-compatible. </div><div><br></div><div>My PR will also contain (I have it written locally, not yet in the spec) what to do when browser wants to use Gouraud shading. This decision is independent from the lighting model. As in X3D 3, you can use Gouraud shading or Phong shading with Phong lighting model (Material node) or others. The lighting equations (in X3D 3 already) actually require using Phong shading (since they say that texture should only affect diffuse), but I want to recognize that most (all?) X3D browsers, including FreeWRL and view3dscene, enable both Gouraud shading and Phong shading, and add clarification how to deal with Gouraud shading to the spec.</div><div><br></div><div>Regards,</div><div>Michalis<br></div></div></div>
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