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glTF importer ignores KHR_materials_pbrSpecularGlossiness section #15059
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BTW, importing that glTF file with Gen Lightmaps option enabled crashes Godot editor. |
Can you import the glTF file in Blender? |
Similar to the other glTF issue I created, this is also about the importer. Godot importer for assets prepared in metallic-roughness work is OK. Godot doesn't seem to support specular-workflow, but there are such assets online, and Godot silently drops the specular-workflow textures. This is true regardless of the exporter you use. |
Godot Engine isn't required to support KHR_materials_pbrSpecularGlossiness. I agree. Godot Engine should fail the file with an ERR_FILE_UNRECOGNIZED or FAILED with a message saying that Specular Glossiness is not supported. https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#specifying-extensions |
Can anyone still reproduce this bug in Godot 3.2.3 or any later release? |
As far as I know this is still valid because my pr for it is unmerged. If it helps I can give an example model. https://sketchfab.com/3d-models/scifi-girl-v01-96340701c2ed4d37851c7d9109eee9c0#download This one has gloss spec. |
Godot version:
37aab45
OS/device including version:
Debian GNU/Linux
Issue description:
Some glTF files (example) store the texture information in KHR_materials_pbrSpecularGlossiness section. Right now, these are silently ignored but Godot can convert the specular-glossiness workflow numbers into metal-roughness numbers using the conversion mentioned in this document and make it look correct.
Steps to reproduce:
Import a glTF file with KHR_materials_pbrSpecularGlossiness section.
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