如何为 GLTF 模型添加光泽度/镜面纹理?
How can I add a glossiness / specular texture to a GLTF model?
问题:
我有一个模型的 specular/glossiness 纹理图像,尚未被 GLTF 模型使用。
如何 use/add 我模型的纹理,使其 reflective/glossy 在它应该在的位置?
我不知道要在 .gltf 文件中更改什么才能使用纹理。
编辑: 添加了更多 GLTF 行以更好地了解情况。
GLTF JSON:
"images": [
{
"name": "...",
"uri": "..."
},
{
"name": "...",
"uri": "..."
},
{
"name": "...",
"uri": "..."
},
{
"name": "...",
"uri": "..."
},
{
"name": "...",
"uri": "..."
}
],
"samplers": [
{}
],
"textures": [
{
"name": "T_N",
"sampler": 0,
"source": 0
},
{
"name": "Map #9",
"sampler": 0,
"source": 1
},
{
"name": "T_D",
"sampler": 0,
"source": 2
},
{
"name": "Map #6",
"sampler": 0,
"source": 3
},
{
"name": "Specular",
"sampler": 0,
"source": 4
}
],
"materials": [
{
"name": "Head",
"alphaMode": "OPAQUE",
"extras": {
"fromFBX": {
"shadingModel": "<unknown>",
"isTruePBR": false
}
},
"normalTexture": {
"index": 0,
"texCoord": 0
},
"emissiveTexture": {
"index": 1,
"texCoord": 0
},
"pbrMetallicRoughness": {
"baseColorTexture": {
"index": 2,
"texCoord": 0
},
"baseColorFactor": [
1.0,
1.0,
1.0,
1.0
],
"metallicFactor": 0.800000002980232,
"roughnessFactor": 0.600000011920929
}
},
{
"name": "Body",
"alphaMode": "BLEND",
"extras": {
"fromFBX": {
"shadingModel": "<unknown>",
"isTruePBR": true
}
},
"pbrMetallicRoughness": {
"baseColorTexture": {
"index": 3,
"texCoord": 0
},
"baseColorFactor": [
1.0,
1.0,
1.0,
1.0
],
"metallicFactor": 0.80000002980232,
"roughnessFactor": 0.600000011920929
},
"extensions": {
"KHR_materials_pbrSpecularGlossiness": {
"specularGlossinessTexture": {
"index": 4
}
}
}
}
],
"meshes": [
{
"name": "Head",
"primitives": [
{
"material": 0,
"mode": 4,
"attributes": {
"COLOR_0": 3,
"NORMAL": 2,
"POSITION": 1,
"TEXCOORD_0": 4
},
"indices": 0,
"extensions": {
"KHR_draco_mesh_compression": {
"bufferView": 0,
"attributes": {
"COLOR_0": 2,
"NORMAL": 1,
"POSITION": 0,
"TEXCOORD_0": 3
}
}
}
}
]
},
{
"name": "Body",
"primitives": [
{
"material": 1,
"mode": 4,
"attributes": {
"COLOR_0": 8,
"NORMAL": 7,
"POSITION": 6,
"TEXCOORD_0": 9
},
"indices": 5,
"extensions": {
"KHR_draco_mesh_compression": {
"bufferView": 1,
"attributes": {
"COLOR_0": 2,
"NORMAL": 1,
"POSITION": 0,
"TEXCOORD_0": 3
}
}
}
}
]
}
],
错误:
这是我在尝试加载模型时使用上述修改后的 GLTF 当前遇到的错误:
{"message":"Cannot read property 'getMaterialType' of undefined","name":"TypeError"}
glTF-Sample-Models 存储库中有一些很好的示例。这是使用两种不同 PBR 工作流程的同一模型:
你上面的例子 JSON 使用 metal/rough,所以你必须 "convert" 到 spec/gloss 通过用等效的 spec/gloss属性。
我建议查看规范以获取更多信息:
您可能还会发现在 Substance Painter 或 Blender 等工具中更容易执行此操作,这些工具可以导入和导出 glTF。
问题:
我有一个模型的 specular/glossiness 纹理图像,尚未被 GLTF 模型使用。
如何 use/add 我模型的纹理,使其 reflective/glossy 在它应该在的位置?
我不知道要在 .gltf 文件中更改什么才能使用纹理。
编辑: 添加了更多 GLTF 行以更好地了解情况。
GLTF JSON:
"images": [
{
"name": "...",
"uri": "..."
},
{
"name": "...",
"uri": "..."
},
{
"name": "...",
"uri": "..."
},
{
"name": "...",
"uri": "..."
},
{
"name": "...",
"uri": "..."
}
],
"samplers": [
{}
],
"textures": [
{
"name": "T_N",
"sampler": 0,
"source": 0
},
{
"name": "Map #9",
"sampler": 0,
"source": 1
},
{
"name": "T_D",
"sampler": 0,
"source": 2
},
{
"name": "Map #6",
"sampler": 0,
"source": 3
},
{
"name": "Specular",
"sampler": 0,
"source": 4
}
],
"materials": [
{
"name": "Head",
"alphaMode": "OPAQUE",
"extras": {
"fromFBX": {
"shadingModel": "<unknown>",
"isTruePBR": false
}
},
"normalTexture": {
"index": 0,
"texCoord": 0
},
"emissiveTexture": {
"index": 1,
"texCoord": 0
},
"pbrMetallicRoughness": {
"baseColorTexture": {
"index": 2,
"texCoord": 0
},
"baseColorFactor": [
1.0,
1.0,
1.0,
1.0
],
"metallicFactor": 0.800000002980232,
"roughnessFactor": 0.600000011920929
}
},
{
"name": "Body",
"alphaMode": "BLEND",
"extras": {
"fromFBX": {
"shadingModel": "<unknown>",
"isTruePBR": true
}
},
"pbrMetallicRoughness": {
"baseColorTexture": {
"index": 3,
"texCoord": 0
},
"baseColorFactor": [
1.0,
1.0,
1.0,
1.0
],
"metallicFactor": 0.80000002980232,
"roughnessFactor": 0.600000011920929
},
"extensions": {
"KHR_materials_pbrSpecularGlossiness": {
"specularGlossinessTexture": {
"index": 4
}
}
}
}
],
"meshes": [
{
"name": "Head",
"primitives": [
{
"material": 0,
"mode": 4,
"attributes": {
"COLOR_0": 3,
"NORMAL": 2,
"POSITION": 1,
"TEXCOORD_0": 4
},
"indices": 0,
"extensions": {
"KHR_draco_mesh_compression": {
"bufferView": 0,
"attributes": {
"COLOR_0": 2,
"NORMAL": 1,
"POSITION": 0,
"TEXCOORD_0": 3
}
}
}
}
]
},
{
"name": "Body",
"primitives": [
{
"material": 1,
"mode": 4,
"attributes": {
"COLOR_0": 8,
"NORMAL": 7,
"POSITION": 6,
"TEXCOORD_0": 9
},
"indices": 5,
"extensions": {
"KHR_draco_mesh_compression": {
"bufferView": 1,
"attributes": {
"COLOR_0": 2,
"NORMAL": 1,
"POSITION": 0,
"TEXCOORD_0": 3
}
}
}
}
]
}
],
错误:
这是我在尝试加载模型时使用上述修改后的 GLTF 当前遇到的错误:
{"message":"Cannot read property 'getMaterialType' of undefined","name":"TypeError"}
glTF-Sample-Models 存储库中有一些很好的示例。这是使用两种不同 PBR 工作流程的同一模型:
你上面的例子 JSON 使用 metal/rough,所以你必须 "convert" 到 spec/gloss 通过用等效的 spec/gloss属性。
我建议查看规范以获取更多信息:
您可能还会发现在 Substance Painter 或 Blender 等工具中更容易执行此操作,这些工具可以导入和导出 glTF。