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stevenvergenz avatar stevenvergenz commented on May 28, 2024 3

I know, I've been using it. Fantastic work! For the record, I was offering to help write some of the documentation once a structure was in place :)

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McNopper avatar McNopper commented on May 28, 2024

This evening, we do have the glTF working group call.
If they/we confirm the current development version, we will start making documentation plus screenshots.

You can expect, that there will be documentation for users and developers.
Goal is, that the Blender glTF 2.0 exporter is easy to use and each feature is well described.

The user documentation will include your requested information as well. The developer documentation will explain, how the exporter can be enhanced.

Even the exporter does already support a lot of features, please consider the whole project still in early stage.

Do say it in short: Documentation will come :-)

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UX3D-nopper avatar UX3D-nopper commented on May 28, 2024

The result of the working group call was positive and we can now start with the documenation.

We will probably start with the explanation of the Blender node group, which is simulating the PBR metal roughness. Also, on how to export color channels or use a different texture coordinate set. Trying to explain all the features, which are not obvious.

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UX3D-nopper avatar UX3D-nopper commented on May 28, 2024

Goal is to have everything (all glTF 2.0 features plus selected extensions) implemented, tested and documented before SIGGRAPH.

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