-
-
Notifications
You must be signed in to change notification settings - Fork 35.5k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
NormalScale in USDZ Exporter #28450
Comments
The relevant code section in three.js/examples/jsm/exporters/USDZExporter.js Lines 535 to 549 in b38ef16
|
According to https://openusd.org/release/spec_usdpreviewsurface.html, Since we are already using |
I've added a fix here: Mugen87@8ce5b04 When loading glTF assets, the The above documentation says about USDZ:
It seems the uv conventions of USDZ are equal to @Patrick-van-Halm-360Fabriek I have tested the linked fix on macOS with Preview but I'm not able to see any differences when normal scale is present (tested with misc_exporter_usdz). Are you able to test with a different software and check if the fix works? |
For me the change doesn't do much. I do have a question tho, are the scales clamped from 0 to 1 in USDZ. Cause the normals scales I have in my file are |
At no place I have read something about a value range for |
If we start honoring normal scale, glTF assets exported to USDZ will look different in viewers supporting normalScale. Can you try exporting the glTF asset from misc_exporter_usdz with and without the fix and make a comparison? It would be great if you could share screenshots again. |
Description
Within the USDZ exporter it seems like the NormalScale seems disregarded. I would like to have this included so normals can be more excessive in certain cases.
Solution
Within the USDZ exporter include the materials NormalScale when generating the texture/material.
Alternatives
None
Additional context
No response
The text was updated successfully, but these errors were encountered: