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Specular color map? #7290
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We can add this to For the upcoming |
👍 |
@simonihmig What are you up-voting? What is your use case? |
If I got it right, I can only influence the specular color via the specular property, but that affects the whole object. I have a single object (a person coming from a 3D scanner, not constructed by a human) with quite different "materials" (skin, clothes, shiny shoes, watch etc.), implemented as a single phong material with large texture maps. I would like to specify parts of that single material object as having a shiny surface (possible now with a specularMap) but also with different specular colors. |
You got it right. What is called |
I'd like to revive this feature request since we have with 3MF a practical use case where a specular color map would be useful. I suggest the following:
|
This is also one of the proposals of #16977. For that purpose, I think we'd want it on MeshPhysicalMaterial. |
@Mugen87 that sounds good, but I think I would wait to see what GLTF decide first. |
Oh, I was not aware that this topic is also discussed in the |
The glTF working group is nearly decided on
... along with scalar factors for each. Feedback (or PRs! 😇) would be welcome. |
Implemented in #22156. |
AFAICS, This issue was also about refactoring specular map in other materials like |
Rather than enhancing In any event, I would keep this post open in the mean time. |
I would prefer not to discuss the removal of materials in this issue. Open issues are:
|
@WestLangley said: From #9339 (comment)
From #9339 (comment)
From #9339 (comment)
// But I would not waste time on any of this without discussing the removal of |
I think it's true that when users choose MeshPhongMaterial or MeshLambertMaterial, it's often for the improved performance — not because they prefer these older shading models. If we could offer a shading model that approximates Standard (and has a similar parameterization) with cost similar to Phong or Lambert, that would be valuable, and would make it much easier to adapt content to different devices. Related: Whether the parameterization of MeshPhongMaterial should be changed if it is kept, I don't know. I am wondering why MeshBasicMaterial has a specular property at all. 🤔 |
@donmccurdy Are you aware of any studies quantifying the performance of Phong vs. Standard? |
Lots of anecdotes but no studies, sorry! 😐 |
Hmm... We don't want to begin with a false premise. Note that the shaders share significant code. |
Another related issue: |
Regarding this, the condition in writeMaterial of GLTFMaterialsSpecularExtension may be wrong. |
/ping @elalish |
Probably? Did I write that? |
Hi everyone.
Now the
Specular map
only controls the intensity of the specular highlights, it's will be great if we haveSpecular color map
(http://wiki.polycount.com/wiki/Specular_color_map), one more step toward to the realistic material.The text was updated successfully, but these errors were encountered: