Home › Forums › Graphics / Blender › ambient occlusion maps on gltf materials
- This topic has 7 replies, 3 voices, and was last updated 3 years, 12 months ago by Yuri Kovelenov.
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2020-11-02 at 3:50 pm #34886thomasupCustomer
we are trying to convert our materials to gltf-compatible, to cut down on loading time.
most of our materials are a pricipled shader + ambient occlusion mixed in.
usually mixed into base color + specular (see attachements), or mixed to black via a shader mix node (this has some issues with the gamma beeing different in the browser though).now, verge3d-3-4-for-blender-released states that
Finally, there is now possibility to use external occlusion maps in gltf-compatible materials (before AO had always to be packed to the ORM texture).
but, it is not described how this can be done.
docs/manual/en/blender/GLTF-Materials
also does not mention this.
how can we set the nodes up, so that the ambient occlusion is used in a gltf material?also, part2: some of our material have the ambient occlusion baked into vertex colors, is there a way to use these?
2020-11-04 at 9:35 am #35012Alexander KovelenovStaffHi,
indeed, user manual is a bit outdated (going to fix it). See Pbr demo in your Verge3D installation to see how to assign AO in glTF-based materials.As for part 2, unfortunately vertex colors are not supported for glTF shaders.
Attachments:
You must be logged in to view attached files.2020-11-04 at 11:07 am #35021thomasupCustomerthank you for the info!
how would this look, if we only have an ao texture, and all other parameters are solid color?
can we omit the separateRGB node, like in the screenshot?Attachments:
You must be logged in to view attached files.2020-11-04 at 11:17 am #35025thomasupCustomerit seems to work!
the map is visible, and the material is a MeshStandardMaterial in the browser.nice!
2020-11-04 at 11:39 am #35028Alexander KovelenovStaff2020-11-04 at 12:51 pm #35032thomasupCustomerthe gltf material seems to indroduce some differences in shading, though.
maybe there it is mixed differently, or it uses a different gamma, but we are not able to reproduce the same strength of ao in the browser, as we have in eevee.Attachments:
You must be logged in to view attached files.2020-11-04 at 1:31 pm #35040thomasupCustomeras a fallback, we wanted to use the AO as base color on metallic surfaces, but it seems the multiply node does not work on our end. (v3d 3.4.0)
the texture is not applied, when the node is attached in between.
without the multiply node, the texture is loaded.Attachments:
You must be logged in to view attached files.2020-11-09 at 8:09 am #35142Yuri KovelenovStaffthe texture is not applied, when the node is attached in between.
without the multiply node, the texture is loaded.that’s strange. Can you create a sample .blend file for us to check this?
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