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zellski avatar zellski commented on September 21, 2024

We actually do generate either constants, lambert, blinn, or phong, directly depending on what shader the material identifies in the FBX;

FBX2glTF/src/Raw2Gltf.cpp

Lines 439 to 447 in 7f8746f

if (options.useKHRMatCom) {
auto type = KHRCommonMats::MaterialType::Constant;
if (material.shadingModel == "Lambert") {
type = KHRCommonMats::MaterialType::Lambert;
} else if (material.shadingModel == "Blinn") {
type = KHRCommonMats::MaterialType::Blinn;
} else if (material.shadingModel == "Phong") {
type = KHRCommonMats::MaterialType::Phong;
}

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?

from fbx2gltf.

zellski avatar zellski commented on September 21, 2024

We now have --khr-materials-unlit on master.

from fbx2gltf.

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