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Merging textures on export #17339
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Merging textures on export #17339
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Please make sure to label your PR with "bug", "new feature" or "breaking change" label(s). |
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The approach seems on-point to me!
- Each channel of the output texture is dictated either by a source texture + channel, or a constant value. If no configuration for a channel is defined, it falls back to a constant 1.0.
- Using custom shader to generate a procedural texture
- Output higher texture resolution of all source textures & sample nearest neighbor.
Thanks a TON for adding this!
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Please make sure to label your PR with "bug", "new feature" or "breaking change" label(s). |
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Snapshot stored with reference name: Test environment: To test a playground add it to the URL, for example: https://snapshots-cvgtc2eugrd3cgfd.z01.azurefd.net/refs/pull/17339/merge/index.html#WGZLGJ#4600 Links to test babylon tools with this snapshot: https://playground.babylonjs.com/?snapshot=refs/pull/17339/merge To test the snapshot in the playground with a playground ID add it after the snapshot query string: https://playground.babylonjs.com/?snapshot=refs/pull/17339/merge#BCU1XR#0 |
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Devhost visualization test reporter: |
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Visualization tests for WebGPU |
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WebGL2 visualization test reporter: |
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Devhost visualization test reporter: |
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WebGL2 visualization test reporter: |
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Please make sure to label your PR with "bug", "new feature" or "breaking change" label(s). |
|
Snapshot stored with reference name: Test environment: To test a playground add it to the URL, for example: https://snapshots-cvgtc2eugrd3cgfd.z01.azurefd.net/refs/pull/17339/merge/index.html#WGZLGJ#4600 Links to test babylon tools with this snapshot: https://playground.babylonjs.com/?snapshot=refs/pull/17339/merge To test the snapshot in the playground with a playground ID add it after the snapshot query string: https://playground.babylonjs.com/?snapshot=refs/pull/17339/merge#BCU1XR#0 |
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Devhost visualization test reporter: |
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Visualization tests for WebGPU |
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WebGL2 visualization test reporter: |
For OpenPBR, all textures that can be combined in glTF can also be assigned separately. Therefore, we need a way to easily merge textures on export.
I've written a texture-merging utility and started implmenting it for the anisotropy extensions as well as baseColor-alpha and metal-rough texture output.
I'd like feedback about this approach before I continue further. Please and thank you.