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IOR PBR suggestion #1079

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ghost opened this issue Aug 27, 2017 · 1 comment
Closed

IOR PBR suggestion #1079

ghost opened this issue Aug 27, 2017 · 1 comment

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@ghost
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ghost commented Aug 27, 2017

Hello. I suggest two parameters for glTF. Extension: KHR_materials_pbrDensityIor (formely PSM_materials_pbrDensityIor i.e. prismarine render library).

  • densityIorTexture and densityIorFactor (vec3) - IOR of surface, can be used with plastic, non-metallic surfaces, density is something alike subsurface scattering (insider diffuse), it means how much clear surface Insider, third parameter I have no idea
  • baseColorFactor and baseColorTexture (RGB i.e. vec3) - filtering of transparency, not refracted/promised light will reflected or absorbed.

In general, can be combined with pbrMetallicRoughness or specular glossy system. I suggest it, because most engines uses IOR and transparency parameters.

@emackey
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emackey commented Sep 19, 2018

We're gathering suggestions for next-gen glTF material settings in #1442. Merging this issue there, please chime in there with additional comments or suggestions.

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