Difference between revisions of "3D Model Files"
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(add texture effects) |
(Add custom materials) |
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* Support for ambient occlusion map. This is a texture (B&W) that is computed by most modeling packages based on a more complex lighting calculation. All that this does is reduce the brightness of the pixel in question. Most modeling packages can now emit these. Note: not SSAO (screen space ambient occlusion) - this is slow. In this case, this is just another texture map, but it trims the illumination | * Support for ambient occlusion map. This is a texture (B&W) that is computed by most modeling packages based on a more complex lighting calculation. All that this does is reduce the brightness of the pixel in question. Most modeling packages can now emit these. Note: not SSAO (screen space ambient occlusion) - this is slow. In this case, this is just another texture map, but it trims the illumination | ||
* Debug existing specular and displacement maps - these are not being picked up in importer, but can now be specified manually in the material. | * Debug existing specular and displacement maps - these are not being picked up in importer, but can now be specified manually in the material. | ||
+ | |||
+ | ==Custom materials== | ||
+ | * add support for any data values to materials | ||
+ | * Materials become a map with arbitrary values that can be picked up by shaders | ||
+ | * Template system for shaders (takes vars from shader and makes template) | ||
+ | * Selection of surface shaders (water, etc) |
Latest revision as of 18:30, 3 September 2022
We support Collada, (.dae) FBX ver 7.4 and glTF (.glb or .gltf) format 3D model files
Here is a utility to display FBX file version number https://github.com/greengiant83/FBX-Version-Checker
Texture Effects
- Support for emissive textures.. This is a texture map that, when enabled, causes the display of the color in the map at the surface point; scaled by a float amplifier. Net effect: oversaturated glowing materials like lava.
- Support for ambient occlusion map. This is a texture (B&W) that is computed by most modeling packages based on a more complex lighting calculation. All that this does is reduce the brightness of the pixel in question. Most modeling packages can now emit these. Note: not SSAO (screen space ambient occlusion) - this is slow. In this case, this is just another texture map, but it trims the illumination
- Debug existing specular and displacement maps - these are not being picked up in importer, but can now be specified manually in the material.
Custom materials
- add support for any data values to materials
- Materials become a map with arbitrary values that can be picked up by shaders
- Template system for shaders (takes vars from shader and makes template)
- Selection of surface shaders (water, etc)