Conversation
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Hi, thank you, and sorry for totally neglecting your other PR, #129 😅 What is the intended file format this would be used for? If it's FBX or OBJ then I'd say a less painful path to success would be for me to finally merge #136 (sorry on that front as well), because the If it's not FBX/OBJ, there's #91 where I attempted to do something similar, before @pezcode went ahead and integrated most of it for custom material import in #116. Would some code or at least notes from there be salvageable? I vaguely remember the PBR support got reworked in Assimp 5.1 (?), and this PR was made before, so maybe what's there is mostly obsolete now. |
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Closing due to the reasons stated above -- for glTF, FBX and OBJ there's now |
Hi @mosra, @Squareys,
This is my first commit on the task of integrating PBR materials.
I have trouble understanding/discerning the boundaries of textures and materials, especially in the code. I added PBR properties in texture related properties but I am not sure if my approach is relevant at all for the solution of the task. Besides, I am quite confused about the definitions in assimp/material.h and not sure if I used these definitions correctly as property keys in AssimpImporter. An clarification would be great.
Another question I want to ask is the usage of the function _str(). I wonder why it is used in only some of the equality comparisons of property keys, e.g:
key == _str(AI_MATKEY_SHININESS)vs.key == _AI_MATKEY_TEXTURE_BASE