[x3d-public] MaterialX and glTF PBR
John Carlson
yottzumm at gmail.com
Fri May 2 02:59:33 PDT 2025
The only real problem I’ve discovered is some .gltf and .glb files require
an EnvironmentLight outside the glTF file in the X3D file in Holger’s
browsers (create3000). I believe this is well documented.
Holger also has more support for Khronos PBR (not sure if it’s OpenPBR)
than X3D4.
On Wed, Apr 30, 2025 at 7:54 PM Brutzman, Donald (Don) (CIV) via x3d-public
<x3d-public at web3d.org> wrote:
> 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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