Comments (6)
And will there be a cheat sheet for gltf2?
I hope so! @javagl is the creator of the 1.0 reference.
The PBR is a big thing. There certainly will be an update for the overview - hopefully soon, but don't hold you breath.
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OK to close this?
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Hi @blitz-research — glTF uses the same packing order as UE4:
channel | texture |
---|---|
red | occlusion |
green | roughness |
blue | metallic |
This is described in the schema, but I'm not sure it's made it into the human-readable spec yet.
There is discussion in a github issue with much more detail here. Here is the relevant UE4 documentation; those are the export settings you would use in Substance Painter, for example.
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And will there be a cheat sheet for gltf2?
I hope so! @javagl is the creator of the 1.0 reference.
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Related Issues (20)
- RecursiveSkeletons is not a valid glTF file HOT 2
- Errors in Fox model
- BoxTextured and BoxTexturedNonPowerOfTwo have different texture brightness HOT 8
- Buggy model doesn't follow the 4 bytes alignment requirement of the spec for indices HOT 2
- Blender GLTF fails the gLTF validation HOT 2
- Normal texture TestMap_blur.png does not conform to the glTF 2.0 spec HOT 4
- Please rename default branch from 'master' to 'main' per Khronos policy HOT 3
- Missing license for VertexColorTest HOT 1
- Missing license for BoxVertexColors HOT 1
- Many models missing AO channel HOT 9
- stainedGlassLamp/glTF-JPG-PNG alpha is 0.5 HOT 4
- 🔥🔥🔥convert obj 3d model to gltf model on server side HOT 1
- Sponza gltf materials wrong? HOT 1
- It would be great if someone can convert these PBR research models into glTF HOT 5
- Mask / Stencil shader HOT 1
- InterpolationTest oddities HOT 4
- InterpolationTest translation animations loop badly HOT 7
- Iridescence test model? HOT 6
- Anisotropy test model? HOT 6
- Directory structure issues HOT 4
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