Comments (2)
We actually do generate either constants, lambert, blinn, or phong, directly depending on what shader the material identifies in the FBX;
Lines 439 to 447 in 7f8746f
It's just that in practice nobody seems to ever bother changing the material type at the Maya/Modo level.
We could certainly add an override to the converter, but:
- arguably, if we let authors know this is in their hands, they'll be strongly motivated to fix it themselves;
- if we decide to add it anyway, then I wanted to wait for the extension to actually enter the ratification process, or at the very least for the raging discussion to settle.
Thoughts?
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We now have --khr-materials-unlit on master.
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Related Issues (20)
- Windows Build - upload new release or fix build instructions
- 2.32GB FBX model causes FBX2glTF to stall until it's killed by the OOM killer
- Linux binary won't start HOT 1
- Convert issue.
- couldn't get command line FBX2glTF to work HOT 1
- macOS install error HOT 1
- Is this still work/compile? HOT 1
- Animation gets displaced towards down HOT 1
- How do I build under Windows?
- unsupported transform inheritance type 'eInheritRrSs'
- Using FBX2glTF.exe to convert FBX to GLTF format, the resulting character material is brighter and the model size is reduced by 100 times
- Can't get materials
- Running from node-alpine HOT 1
- FB_ngon_encoding (quads in glTF) HOT 2
- The file name contains Chinese format conversion support HOT 1
- KHR_lights_punctual lights missing lights BUG
- Naming of buffer.bin causes problems
- Warning: node /RootNode/Model uses unsupported transform inheritance type 'eInheritRrSs'. (Further warnings of this type squelched.) HOT 1
- How does the source code compile and install under centOS?
- windows has a compilation problem
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