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FBXLoader: Add basic support for OpenPBR. #32730
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| if ( materialNode[ 'Maya|baseMetalness' ] ) { | ||
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| parameters.metalness = materialNode[ 'Maya|baseMetalness' ].value; |
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If you add metalness/roughness support, can you also support the respective textures?
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Yes that should probably be possible. Will look into that as well.
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Is there some sort of official/unofficial documentation about the Maya FBX fields that are supported by this PR? It would be great if you can share a least one resource that we can refer to. |
I'm not sure I understand what you mean? I found this page: |
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I did a search right by myself but did not find the document what I was looking for. I found below link but that's more a general explanation of Open PBR and how it is supposed to be implemented. https://academysoftwarefoundation.github.io/OpenPBR/ Anyway, I was looking for an official resource that actually documents the Maya OpenPBR fields inside the FXB. E.g. a definition of Regarding Open PBR: I understand it's advantage to be able to load OpenPBR FBX files but for a correct representation/rendering you would actually need a custom material. |
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Jo that is unfortunate. Thought that might be the case. Was thinking about writing a custom shader, but looking at the documentation you provided. I quickly realized that it is well beyond my capabilities as of today. |
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I'm not even sure we want to support this kind of complexity in |
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Agreed. Haven't heard of OpenPBR other than for USD. |
The fbx loader did not recognize maya's openPBRsurface shader, instead it defaulted to the phong material.
Changed so it gets converted to MeshStandardMaterial instead.
Fixed #15927
This is the second attempt to solve this issue, since I failed to provide an example fbx-file last time. The request was closed.
#32584 (comment)
In this pull request I have attempted to resolve that issue and other issues mentioned:
In the last issue I submitted an overly complex and partly unnecessary regex. The code piece is now simpler and more straight to the point.
#32584 (comment)
I made a change that could cause transparency not to be set, it has now been resolved.
#32584 (comment)
I have never used a linter before, so the code broke some rules. Have tried to set up the development enviroment the way I think it should be setup. So hopefully the code will follow the formatting and linter rules now.
#32584 (comment)
Thank you @Mugen87 for pointing out those issues.