Skip to content
Open
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
21 changes: 17 additions & 4 deletions Gltf_Parser/gltfparser.py
Original file line number Diff line number Diff line change
Expand Up @@ -766,6 +766,7 @@ def _create_material(self, renderer, prim, channel_names):
material = renderer.classes.MtlSingleBRDF()
#material.double_sided=True
brdf = renderer.classes.BRDFVRayMtl()
emissive_strength = 1.0

# fresnel should be true at all times
brdf.fresnel = True
Expand Down Expand Up @@ -798,6 +799,10 @@ def _create_material(self, renderer, prim, channel_names):
self._create_KHR_materials_clearcoat(renderer, prim, gltf_mat.extensions.get('KHR_materials_clearcoat'), brdf)
if gltf_ext=='KHR_materials_sheen':
self._create_KHR_materials_sheen(renderer, prim, gltf_mat.extensions.get('KHR_materials_sheen'), brdf)
if gltf_ext=='KHR_materials_emissive_strength':
emissive_strength = gltf_mat.extensions.get('KHR_materials_emissive_strength').get('emissiveStrength')
if gltf_ext=='KHR_materials_ior':
brdf.refract_ior = gltf_mat.extensions.get('KHR_materials_ior').get('ior')

# Apply vertex color to the diffuse texture
applyVertexColor(renderer, brdf, channel_names)
Expand All @@ -816,14 +821,22 @@ def _create_material(self, renderer, prim, channel_names):
brdf.bump_type=1

#emissive tex
emissive_tex = self._make_texture(renderer,prim,gltf_mat.emissiveTexture, transfer_func = 2)
emissive_tex = self._make_texture(renderer, prim, gltf_mat.emissiveTexture, transfer_func = 2)
emissive_factor = gltf_mat.emissiveFactor
if emissive_tex != None:
emissive_factor = gltf_mat.emissiveFactor
if emissive_factor != None:
emissive_tex.color_mult = vray.AColor(emissive_factor[0], emissive_factor[1], emissive_factor[2], 1)
emissive_tex.color_mult = vray.AColor(
emissive_factor[0] * emissive_strength,
emissive_factor[1] * emissive_strength,
emissive_factor[2] * emissive_strength, 1)

brdf.self_illumination = emissive_tex
# brdf.self_illumination_gi=True
else:
if emissive_factor != None:
brdf.self_illumination = vray.AColor(
emissive_factor[0] * emissive_strength,
emissive_factor[1] * emissive_strength,
emissive_factor[2] * emissive_strength, 1)

#occlusion tex
useOcclusion = False
Expand Down
6 changes: 4 additions & 2 deletions README.md
Original file line number Diff line number Diff line change
Expand Up @@ -65,10 +65,12 @@ python main.py d:\temp\vray_gltf\samples\basic\basic.glb --thick_glass --default
The glTF parser supports glTF 2.0 with the following extensions:

* KHR_texture_transform
* KHR_materials_pbrSpecularGlossiness
* KHR_materials_transmission
* KHR_materials_clearcoat
* KHR_materials_emissive_strength
* KHR_materials_ior
* KHR_materials_pbrSpecularGlossiness
* KHR_materials_sheen
* KHR_materials_transmission
* KHR_lights_punctual is mostly working, but light range is not supported

Simple transform animations are supported to some extent. Vertex deformations, either through morphing or skinning are currently not supported.
Expand Down