Skip to content
This repository has been archived by the owner on Jul 28, 2020. It is now read-only.

SFA created with texture issue #37

Closed
rramprasad opened this issue May 22, 2018 · 5 comments
Closed

SFA created with texture issue #37

rramprasad opened this issue May 22, 2018 · 5 comments

Comments

@rramprasad
Copy link

I have converted .obj file with .mtl and .jpg texture. It converts to sfa and sfb. But the texture is having some issues like below,what is missing in this?

created .sfa file:

{
   materials: [
      {
         name: "icon_03",
         parameters: [
            {
               baseColor: "icon_03",
            },
            {
               baseColorTint: [
                  0.80000000000000004,
                  0.80000000000000004,
                  0.80000000000000004,
                  1,
               ],
            },
            {
               //metallic: 1,
               metallic: 0,
            },
            {
               //roughness: 0.19611600000000001,
               roughness: 1,
            },
            {
               opacity: null,
            },
         ],
         source: "build/sceneform_sdk/default_materials/obj_material.sfm",
      },
   ],
   model: {
      attributes: [
         "Position",
         "TexCoord",
         "Orientation",
      ],
      file: "sampledata/models/icon_03.obj",
      name: "icon_03",
      scale: 0.05,
      suggested_collision: {
         center: {
            x: 0,
            y: 0,
            z: 0,
         },
         size: {
            x: 1,
            y: 1,
            z: 1,
         },
         type: "Box",
      },
   },
   samplers: [
      {
         file: "sampledata/models\\icon_03.jpg",
         name: "icon_03",
         pipeline_name: "icon_03.jpg",
      },
   ],
   version: "0.51:1",
}

icon_03.mtl

newmtl icon_03
map_Kd icon_03.jpg
Ka 0.000000 0.000000 0.000000
Kd 0.800000 0.800000 0.800000
Ks 0.000000 0.000000 0.000000
illum 2
Ns 50.000000
Tr 1.000000

Issue in texture:

device-2018-05-22-160916

Original texture:(.jpg file)
icon_03

Android Studio 3.1.2
Build #AI-173.4720617, built on April 14, 2018
JRE: 1.8.0_152-release-1024-b02 amd64
JVM: OpenJDK 64-Bit Server VM by JetBrains s.r.o
Windows 10 10.0

@rramprasad
Copy link
Author

Any idea about this issue?

@AdrianAtGoogle
Copy link

AdrianAtGoogle commented May 23, 2018

Hi @rramprasad thank you for submitting this issue.
The lighting on the asset in your screenshot definitely doesn't look right. It looks like there are a few different issues:

  • If you're concerned about shininess, this is happening because of the line
    Ns 50.000000 in your .mtl file. That is requesting a material with a very high phong exponent, which in our lighting model maps to a very low roughness. Try setting the 'roughness' parameter in your .sfa to 1.0 and rebuild.
  • It looks like the geometry with the icon texture isn't exported with normals. There is an issue in the 1.01 release where normal generation always makes a fully smoothed model, which is rarely what people want. This will be addressed in the next release; in the meantime you can work around by exporting explicit normals to your .obj file.
  • Note that a separate issue in 1.01 is the view does not consistently update when a new .sfb is computed; closing the asset in android studio and re-opening should work.

@rramprasad
Copy link
Author

@AdrianAtGoogle,please see comments below,

If you're concerned about shininess, this is happening because of the line
Ns 50.000000 in your .mtl file. That is requesting a material with a very high phong exponent, which in our lighting model maps to a very low roughness. Try setting the 'roughness' parameter in your .sfa to 1.0 and rebuild.

Yes,Already my .sfa roughness parameter is 1.0. So the output is same as above screenshot.

It looks like the geometry with the icon texture isn't exported with normals. There is an issue in the 1.01 release where normal generation always makes a fully smoothed model, which is rarely what people want. This will be addressed in the next release; in the meantime you can work around by exporting explicit normals to your .obj file.

I think already by .obj contains normals. I have attached my .obj file(renamed .obj to .txt). Is it anything issue in this .obj file?
icon_03.txt

@AdrianAtGoogle
Copy link

Hi @rramprasad,
You're correct that the model already has normals - in fact it seems that is the problem.
I saved your linked text file as an .obj, made the .mtl and the .jpg from the contents of the OP, and imported the model into blender 2.79 - the result has the same issues present in the sceneform asset.
Here is a screenshot:
image

The normals in the asset do not seem to be correct; many of them are inward facing (causing the lighting seams across triangles). The normal issues need to be fixed in the source asset

@claywilkinson
Copy link
Contributor

Sounds like this resolved - please reopen if not. Thanks!!

Sign up for free to subscribe to this conversation on GitHub. Already have an account? Sign in.
Labels
None yet
Projects
None yet
Development

No branches or pull requests

3 participants