Replies: 3 comments
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You can change materials and/or material properties at runtime, yes. You can see the names of the parameters in the glTF material definitions: https://github.com/google/filament/blob/main/libs/gltfio/materials/base.mat.in For instance to change skin color, you'd change the |
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Hi Romain, Is there a method to be able to swap out a GLB material instance with a custom material but have the parameters bind. I have had idea's of generating new shader variants for the ubershader and then process the glb to have material variants, this is cumbersome though because each new model effect will have to have a new variant and built. I looked at just adding dynamic variants on loading but the glb is basically immutable making it impossible without rewriting code to dynamically add variants at runtime. I would appreciate suggestions on how we can achieve material effects on a GLB without tooling each one in as baked variants -andi |
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Loosely related to the original question - is there any way to set an Ubershader material based on the label/index that was used to build it? e.g. in
It would be convenient to use a single Ubershader provider to load one asset with |
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Hi @romainguy and the team,
We are going good with the filament library and it is performing well in most of the device.
I have some question and need your help with that.
I have a vrm model
avatar or change the clothes of avatar.Just want to know that how filament is useful for all these kind of operations.
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