Discover and read the best of Twitter Threads about #gltf

Most recents (3)

How to import a #3D @Blender object in @threejs project as a #gltf file?🤔

In this thread🧵, we will streamline the process into simple steps👇

#3dmodeling #webdevelopment #cg #3D #Threejs #blender
Step1⃣: Start with creating a #Threejs-Compatible #UV Mapped 3D Object in #Blender.

➡️Download a 3D model
➡️Unwrap UVs in Blender to Create a UV map
➡️Export the UV Map as a #PNG file
➡️Create the UV Image with an Image Editing Software
Step2⃣: Importing the UV Image into Blender as glTF Material.

➡️Download the KhronosGroup glTF Blender Exporter plugin
➡️In Blender, append the glTF Blender Exporter file’s glTF to a material.
➡️ In the Node Editor, connect the image and the material.
Read 5 tweets
I have checked in improvements to #VulkanScneneGraph shader composition support so that now a range of shader variants can be pre-compiled to SPIR-V and built as part of the library itself:

github.com/vsg-dev/Vulkan…

This can mean no more loading and compiling shaders at runtime!
Shader composition might at first seem like another layer of complexity on top of GLSL shaders, but it actually makes shader and C++ code management easier once you understand how to use it.

To explain the improvements I've started a thread on vsg-users:
groups.google.com/g/vsg-users/c/…
The #VulkanSceneGraph uses the #pragma(tic) shader composition approach that I developed as part of the #OpenScenegraph project, allow apps to inject #define into shader compilation

This text.vert shader illustrates use of 3 different #defines:
github.com/vsg-dev/vsgExa…
Read 6 tweets
Real-world metal cross polarized examples. Nothing is ever pure, it's always a mixture. Left to right: actual photo, specular and diffuse only lit components. It is not uncommon to have differently colored diffuse and specular especially for metals. I hope Metallic PBR dies soon. ImageImage
by "Metallic" I mean BaseColor/Metallic to DiffuseColor/SpecF0 conversion that's not a big issue in offline rendering where you might work with pure materials and mix as many BSDFs as you want at nearly 0 cost. Here is an example of gradual gold deposition on top of blue plastic Image
However, in real-time application you only get to work with just a single "backend" BSDF parametrization. Need to collapse complex materials down to just one BSDF, like in #UnrealEngine, #glTF, #USDZ etc... Then you have a problem. You can't represent that mixture any longer. Image
Read 6 tweets

Related hashtags

Did Thread Reader help you today?

Support us! We are indie developers!


This site is made by just two indie developers on a laptop doing marketing, support and development! Read more about the story.

Become a Premium Member ($3.00/month or $30.00/year) and get exclusive features!

Become Premium

Too expensive? Make a small donation by buying us coffee ($5) or help with server cost ($10)

Donate via Paypal Become our Patreon

Thank you for your support!