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Proposal: export glTF files with lightmaps #173
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Hi, I think there's already sort of something like that available - If you go to Utilities and select "GLTF Utilities", there's a button called "Add GLTF Node": I never really got far with it because I don't have any specific test settings, but if A-Frame isn't too hard to setup, I might give it a go during the weekend, since adding a utility to go through all the materials and rearranging the links shouldn't be too hard. Did I understand it correctly, that the correct setup would be like this? - Does A-Frame just assume that the UV map for the "main" texture is channel 1 when it's not specified?: |
Oh, I didn't see that! And yes, that's what I meant! You don't have to set up A-Frame (you can, of course, and I would be very glad to assist!) but you can use Don McCurdy's gltf viewer: If it works there, it works anywhere. Thank you so much! PS: PlayCanvas Viewer: |
Thank you very much for these, would save me a lot of time trying to set up viewers for these frameworks! - With a bit of luck, I might be able to have a utility feature added sometime this weekend |
Awesome, thank you! |
I've tried a bit on doing this, and I've gotten it working to some extent - The problem is that the .hdr lightmaps are "downgraded" from 32-bit to 8-bit jpg/png files, thus you loose quite a bit of lighting data. While 8-bit works fine to some extent (but it becomes washed out and not fully HDR), I'm looking into if I can make something work with the encoded 8-bit files - The problem with this is that it needs a decoder on the other end too, and I don't know if A-Frame have some way to decode RGBD files? |
Not entirely sure, tbh. How about a switch? |
For the |
That's odd, i had downloaded the latest 0.6.3 but in the Add-on preferences dialog it said the previous version had been 0.5.5.0... in any case, now using the latest master branch, i get a different error:
Thanks for this great add-on! |
Ah just noting i'm also seeing a connection to this issue: #185 (comment) |
I think the lightmapper can be changed so that lightmaps can be exported to glTF files.
The challenge is to make use of a feature of the blender exporter which can export a
Baked Ambient Occlusion texture. To do that one needs to add a gltf settings node to the material and connect the baked lightmap to it.
I made this video to showcase the process.
https://youtu.be/Kd_IFycRqEg
So, two steps are needed:
Does this make sense?
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