[x3d-public] MaterialX and glTF PBR
Brutzman, Donald (Don) (CIV)
brutzman at nps.edu
Wed Apr 30 17:53:14 PDT 2025
Thanks Joe. Looks pretty spectacular!
Given that these are .glb (glTF binary) models, I suspect that X3D4-capable browsers might be able to load them too via the X3D Inline node. Nothing forbids that...
Looking ahead, if we want to formalize support for things like OpenPBR and a variety of glTF extensions in X3D 4.1 someday, that will likely be straightforward to accomplish when the time comes.
Have fun with advanced rendering in glTF and X3D! 🙂
all the best, Don
--
Don Brutzman Naval Postgraduate School, Code USW/Br brutzman at nps.edu
Watkins 270, MOVES Institute, Monterey CA 93943-5000 USA +1.831.656.2149
X3D graphics, virtual worlds, navy robotics https://faculty.nps.edu/brutzman
________________________________
From: x3d-public on behalf of Joe D Williams via x3d-public
Sent: Wednesday, April 30, 2025 1:03 PM
To: x3d-public at web3d.org
Cc: Joe D Williams
Subject: [x3d-public] MaterialX and glTF PBR
You can view the Chess Set in the Web MaterialX viewer here:
https://academysoftwarefoundation.github.io/MaterialX/
MaterialX Web Viewer - GitHub Pages<https://academysoftwarefoundation.github.io/MaterialX/>
MaterialX Web Viewer - GitHub Pages ... Material: ...
academysoftwarefoundation.github.io
Pick material: standard_surface_chess_set.mtlx
Pick geometry: chess_set.glb
OpenPBR spec: https://academysoftwarefoundation.github.io/OpenPBR/
academysoftwarefoundation.github.io<https://academysoftwarefoundation.github.io/OpenPBR/>
Unfortunately, the original model suffers from artifacts and also does not conserve energy (i.e. is too dark). We thus opt to define the diffuse BRDF to be a popular improved version of Oren-Nayar introduced by Fujii [#Fujii2012], augmented with a simple analytical, reciprocal energy compensation term: \begin{eqnarray} \label{EON_brdf} f_\mathrm{diffuse}(\omega_i, \omega_o) = f_\mathrm{ON ...
academysoftwarefoundation.github.io
from MSF 3D Asset Interoperability using USD and glTF working group
feature MaterialX status and glTF PBR status and collaborations
Continued serious work on Shader Translation Graphs to map between models.
Thanks,
Joe
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