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Suggestion: "glTF Settings" cleanup #1694
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Will fix it after my holidays
Ok to rename. I will included it in 3.3 ( but I find a way to keep compatibility with older files, created with old name)
I will fix name consistency between node and menu. |
Thank you @julienduroure — please enjoy the holidays, my questions can certainly wait until afterward. :) What is the difference between the "glTF Material Output" and "glTF Original PBR Data" nodes, from your perspective? To me they are both output nodes to ensure that the user's glTF-specific data is included at export — so perhaps they should be combined into "glTF Material Output"? Similarly, I think we could allow the "glTF Material Output" node to always take precedence over Principled BSDF, so we would not require an "Export original PBR Specular" output checkbox. I am happy to make any of these changes if you agree with the direction. |
My goal was to differentiate these 2 cases:
Not sure if we have to have an option at export (this has the advantage to let the user decide exactly what he want at export), or take precedence of original data over Principled Shader ( has to pro to have one less export option, but the con to not let user decide exactly what he want. He will need to remove some socket links - or reset to default - if he want to test exporting both cases). |
It's possible that this second option may be temporary. There's an effort underway to overhaul Blender's Principled BSDF shader, and bring it more in line with glTF's own PBR material model: https://developer.blender.org/T99447 Of course there's no guarantee when this work might be done or whether it will fully replace all incompatible options. But to me this is an exciting and hopeful sign that we might not need this second option long-term. |
At least in my opinion, the cases of "Blender doesn't have this" and "Blender has this, but different" do not require two different nodes. It feels more understandable to present the additional inputs the Blender exporter accepts in one place. Similarly I'd say that, if a socket is connected to this custom node, we can simply assume the user wants these inputs to be exported. But I'm happy to defer to your preference here. :) |
I merged the 2 nodes into a single one here: #1702 |
Committed, I think we can now close this ticket |
Agreed, thank you @julienduroure! |
How would I add a gltf Material Output node via python? My add-on (GLB Texture Tools) doesn't work anymore since Blender 3.3. I tried to fix it this way, but it doesn't always work:
This is how I used to do it:
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Hello, You can check the code used to create the custom group node: glTF-Blender-IO/addons/io_scene_gltf2/blender/com/gltf2_blender_material_helpers.py Line 24 in 7b3928d
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The addition of the "glTF Settings" node to the "Output" dropdown is helpful, but does expose a couple small consistency/naming/docs issues —
I'm not feeling so confident about the "glTF Original PBR Data" node. Its name does not match the button shown in the UI, possibly it should just be part of the other glTF Settings/Output node. And Blender 3.3 is the upcoming LTS release, which means we might want to be careful about adding features in that release. Especially with the upcoming Principled BSDF v2 work (which sounds very promising!) I'm not sure we should be planning to maintain this additional node in an LTS release. I'd be inclined to remove it from the menu until a later date.
Thank you, and let me know if PRs would be welcome for any of these changes.
/cc @emackey
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