GLB / glTF: Unterschied zwischen den Versionen
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https://developers.facebook.com/docs/sharing/3d-posts/glb-tutorials/ - Facebook Manual | https://developers.facebook.com/docs/sharing/3d-posts/glb-tutorials/ - Facebook Manual | ||
https://www.khronos.org/blog/art-pipeline-for-gltf - Übersicht über den Workflow nach glTF | https://www.khronos.org/blog/art-pipeline-for-gltf - Übersicht über den Workflow nach glTF | ||
Version vom 16. August 2019, 11:42 Uhr
https://medium.com/@matthewmain/how-to-import-a-3d-blender-object-into-a-three-js-project-as-a-gltf-file-5a67290f65f2 Von Blender nach Three JS als glTF https://developers.facebook.com/docs/sharing/3d-posts/glb-tutorials/ - Facebook Manual https://www.khronos.org/blog/art-pipeline-for-gltf - Übersicht über den Workflow nach glTF
glTF - Spezifikation
The glTF format supports the following textures for the Metallic-Roughness PBR model:
Base Color Metallic Roughness Normal Ambient Occlusion Emission
The format does expect the textures in a specific format, however. The Base Color, Normal, and Emission textures are saved as individual files, preferably a PNG as the format is lossless. The Ambient Occlusion, Roughness, and Metallic textures are saved in a single channel-packed texture to reduce the number of texture loads. The textures need to be packed into the channels of your texture as follows:
Red: Ambient Occlusion Green: Roughness Blue: Metallic
Going forward, I will refer to this channel-packed texture as the ORM texture for Occlusion, Roughness, and Metallic.