-
Notifications
You must be signed in to change notification settings - Fork 1.3k
Conversation
Sheen sample asset using the KHR sheen extension.
Fixed image link
updated name for material, mesh, bin, and glTF file as well as parent folder
fix link to screenshot
Thanks Patrick! I'll mention this model at the PBR Next meeting on Monday. |
I added this model to gltf-test as usual and tested it. The display results of some WebGL libraries are as follows.
|
This model has the KHR_materials_sheen extension marked as required. Looking at the results, I'm guessing only Babylon.js currently supports this extension? If so, then implementations are not respecting the extensions required property? Looks like that's the case: |
three.js should be printing a warning about the unknown required extension, but isn't preventing the load. We don't implement |
…Models into PatrickRyanMS-master
Testing read/write in donmccurdy/glTF-Transform#114, this looks good to me! |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Manually validated with 2.0.0-dev.3.3 pre-release (which supports sheen).
Sample asset of a cloth simulated mesh with a custom texture including a sheen texture using KHR_materials_sheen extention in the file. The mesh is heavy due to the frequency and resolution of the folds in the cloth, but we make up some ground by using 256x256 tiling textures that are tiled 30 times in U and V to maximize resolution when close.
The sheen texture is pushing multiple colors into the material based on the textile design and we are passing a custom roughness in alpha as well to control the sheen levels in the material.
The README contains some information about how the asset was made and screen captures of the asset running in the Babylon.js playground.