[x3d-public] RawKee - PhysicalMaterial Implementation

Bergstrom, Aaron aaron.bergstrom at und.edu
Tue Jan 21 11:42:11 PST 2025


Michalis and I chatted a bit this morning (my time) about extracting shader info from Maya.

I will probably implement three mechanisms for getting shader info from RawKee Python:

  1.  Interpreted glTF Shaders
The more I thought about I, the more I think that it's highly likely that Maya already supports a PhysicalMaterial style shader because of it's support for glTF. If that's the case, I'll dig up the info and interpret such shaders in a manner appropriate for X3D export. However, if by chance this is not the case, I will write custom Maya ShaderEngine and Shader Nodes corresponding to an X3D Appearance node with "blending", and PhysicalMaterial node. If I end up having to do this, I might need some math help from the community in order to implement the "compute" functions of these two custom Maya nodes. Though I don't see this being a lot of work (in the grand scheme of things) either way.
  2.  Traditional Way
Aka - the way I previously implemented it for the RawKee C++ version, which is mostly just building an appearance using a standard phong/lambert/materials and a stack of MultiTexture/MultiTextureTransform/MultiTextureCoordinate nodes. Call it VRML97-style with an X3D MultiTexture upgrade and a bit of 2008 Aaron's understanding of Normal/Bump Maps.
  3.  GLSL Shaders
Maya's ShaderFX GUI allows ShaderFX nodes constructed by Maya content developers/artists to be exported out as GLSL code. I'll just need to do some I/O trickery to properly capture and format this code at export. This would likely take the most work since packaged shaders are implemented differently by different X3D viewers, and thus, be the lowest priority.

Aaron
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