[x3d-public] My proposal of changes to X3D to enable PBR and other material improvements

Michalis Kamburelis michalis.kambi at gmail.com
Sat May 25 10:19:33 PDT 2019


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):

https://docs.blender.org/manual/en/dev/addons/io_gltf2.html

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:)

Regards,
Michalis

>
>
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