![]() I hope all of this helps you in your explorations. If you want to keep draw calls down by limiting meshes and materials, then a Babylon node material would be your best bet. This will work with the current exporters, and any renderer that uses glTF as a format. This way you will see front faces for both inside and outside of the garment and then simply apply a second material with the desired textures to each mesh. The other way to handle this without any custom extensions would be to duplicate your mesh, and reverse the faces. You would need to also create an extension for glTF to include the custom shader and then your limitation would be support of that extension in the engines you want to render with. The collection consists different categories of materials: Metal, Ceramic, Leather, Stone, Concrete, Glass, etc. If you want to pass different texture sets based on facing, this will need a custom shader in glTF which does not exist. The Siger Studio’s SIGERSHADERS Corona Material Presets Pro is a Plugin powerful material collection for Autodesk® 3ds Max® and Corona Renderer® engine + User Library material lab/manager. When it comes to expanding the exporter to handle a double-sided material as I understand you are trying to build, you limitation won’t be the exporter but the glTF format itself. Our team will review and comment on any PR, but you can certainly contribute as you like. You can also contribute back to the exporter project if you expand capabilities. I hope this clears things up a you are certainly welcome to download the exporter source and made additions to it as it is open source. This is because the node material is a new material you would apply to your mesh and would handle passing textures based on front/back face. If you are using a custom node material like the sample I shared above, you control the rendering of the backfaces directly in the shader itself and the exporter does not control anything about how the material is rendered. Anything done in the slate material editor to combine, alter, or use procedural processes to manipulate the shader will fail as the specification for glTF is pretty narrow in what is defined as a viable material definition. In the later version, because the material is invalid, the mesh is exported only as a transform.īasically in every case, with every kind of mesh, the export will fail in some way due to the fact that the only valid materials for export are Physical Material, Arnold Standard Surface, and PBR Material (later versions of Max). In the earlier version, the material is dropped and the mesh is exported. V-Ray 5, Hotfix 1 Official Release, Hotfix 1 Build: 5.00. That doesn’t exist in the glTF specification so each of the exporter versions are handling it slightly differently. Our exporters will not be able to handle the double-sided node in Max’s slate material editor because that is creating a custom shader handling two physical materials based on front/back face.
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