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glTF default roughnessFactor should be 1 #19613
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I didn't compare the other attributes with the spec, only found this by accident. |
Maybe related to #10160 Not sure as this is more specific to the gltf importer |
@Keetz, I think it's not related. I noticed the glTF importer is leaving the roughness value of material with the default value when it's not set on ".gltf" file. But glTF spec says the default value should be 1, while Godot's default value is 0. It means Godot's glTF importer must force roughness to 1 when the file omits its value. I'm not suggesting to change the Godot's default material roughness value. |
I can assure that metallic factor should default to 1 too, but it is wrongly 0 by default after import. |
The glTF 2.0 spec says that these pbrMetallicRoughness material properties should be set as 1.0 by default. In fact, KhronosGroup's official Blender Exporter does not even write down those parameters if they are set as 1.0. However, Godot import them as 0.0. https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#pbrmetallicroughness Fixes: godotengine#19613 godotengine#19613
The glTF 2.0 spec says that these pbrMetallicRoughness material properties should be set as 1.0 by default. In fact, KhronosGroup's official Blender Exporter does not even write down those parameters if they are set as 1.0. However, Godot import them as 0.0. https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#pbrmetallicroughness Fixes: #19613 #19613 (cherry picked from commit 01b0120)
Accordingly to glTF specification, default
roughnessFactor
should be 1, but currently, it's not being set, so, it defaults to 0.The text was updated successfully, but these errors were encountered: