max123 Posted September 2, 2016 Share Posted September 2, 2016 Is there a way to transfer (some) properties of a Material imported from .babylon when constructing a pbr material? I looked into ambientColor and diffuseColor and they don't seem to provide an answer. For example, I have an object with greenish surface (ambient = [0.4, 0.8, 0.6], diffuse = [0.2, 0.43, 0.3]). But when I try to use these as a reflectivityColor, I get very unexpected results. By trial and error, I used reflectivityColor = [0.7, 1, 0.5] to get that greenish surface. Quote Link to comment Share on other sites More sharing options...
V!nc3r Posted September 2, 2016 Share Posted September 2, 2016 Hmm, I don't think it's possible, even pertinent. Using PBR is a different way to think materials. For example, the ambientColor equivalent in PBR is the environment color. I think you can't avoid to completely reset all your materials. Am I wrong ? Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted September 2, 2016 Share Posted September 2, 2016 Agree with @V!nc3r here. The StandardMaterial and the PBRMaterial are two different beasts What tool are you using to generate your scene? (Unity3D exporter supports PBR for instance) Quote Link to comment Share on other sites More sharing options...
max123 Posted September 2, 2016 Author Share Posted September 2, 2016 @Deltakosh Blender exporter. Will keep experimenting, if I come up with a suitable solution - sure as hell will share the findings Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted September 2, 2016 Share Posted September 2, 2016 Is there PBR materials in Blender? (Pretty sure but checking:)) Quote Link to comment Share on other sites More sharing options...
V!nc3r Posted September 5, 2016 Share Posted September 5, 2016 Soon, in Blender 2.78, we will have PBR preview in viewport, and it will be very fucking cool if we could export as WYSIWYG to BJS ! Sebavan 1 Quote Link to comment Share on other sites More sharing options...
max123 Posted September 5, 2016 Author Share Posted September 5, 2016 @V!nc3r That would be the day! Quote Link to comment Share on other sites More sharing options...
V!nc3r Posted October 4, 2016 Share Posted October 4, 2016 Upon reflection, i'm agree that it could be cool if we can tell to BJS to convert or rather switch all StdMaterial scene to a PBRmaterial scene, even by loosing color information or texture assignation (but some info could be keep, like diffuseTexture > albedoTexture, normalMap > normalMap, etc). On tutorials we see how to create then assign a PBRmaterial to an object ; but when we use a file exported from a 3d modeler it's a pain to loose every materials and to reassign one by one to many objects (often with several subMaterials, just to simplify things). But it seems more logical that this conversion happens on the 3d modeler exporter, isn't it ? That's where my skills ends I've said above that blender PBR viewport will be in 2.78, but i was wrong, it's in fact planned for 2.8... But it will be still very fucking cool if we could export as WYSIWYG to BJS later ! Sebavan 1 Quote Link to comment Share on other sites More sharing options...
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