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[WIP] OMI_materials_blend #240
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Great comparison table! I think the part about blending is a bit misleading, and maybe there need to be additional clarifications for transmission:
"Blend" does not actually simulate glass materials; it is a magical opacity property which makes objects disappear into thin air. "Transmission" on the other hand simulates glass materials –
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@hybridherbst Thanks, good catch! I actually took that from the PlayCanvas docs, so I guess their docs are wrong. I've modified the description of BLEND to simply match what Khronos has for glTF. |
Does it make sense to add new |
@mikeskydev Either is allowed per the glTF material schema (one possible value is {
"alphaMode": "ADD" // Directly setting the value.
} However, if the only option was to use the existing {
"alphaMode": "BLEND", // Fallback.
"extensions": {
"OMI_materials_blend": {
"alphaMode": "ADD" // Override when clients support OMI_materials_blend.
}
}
} I made a quick implementation in Godot and it can handle importing both of these cases: omigroup/omi-godot#13 |
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This is a work-in-progress extension to add additional blending modes to glTF materials.
Preview: https://github.com/aaronfranke/gltf-extensions/tree/OMI_materials_blend/extensions/2.0/OMI_materials_blend
Godot implementation: omigroup/omi-godot#13
See icosa-mirror/UnityGLTF#1, KhronosGroup/glTF#1189, and KhronosGroup/glTF#1302 for the existing discussions.
(also, I deleted duplicate
### JSON Schema
sections in the audio extensions)