Comments (2)
Per the converter description, "Unlit materials. The converter emulates these with a pure emissive material."
If you're using emissive textures, I think at some point in 2019, per this note (https://developer.apple.com/forums/thread/121251) Apple changed their handling of emissive textures to assume sRGB color space/encoding in USDZ models with iOS 13.
The converter functionality description (https://github.com/google/usd_from_gltf#emulated-functionality-for-ar-quick-look) also says that, "AR Quick Look incorrectly treats the emissive texture as linear rather than sRGB, so the converter works around this by converting to linear."
I think perhaps Apple changed to "correct" behavior and so now the converter is making unnecessary transformation of emissive maps to linear color space.
from usd_from_gltf.
Per the converter description, "Unlit materials. The converter emulates these with a pure emissive material."
If you're using emissive textures, I think at some point in 2019, per this note (https://developer.apple.com/forums/thread/121251) Apple changed their handling of emissive textures to assume sRGB color space/encoding in USDZ models with iOS 13.
The converter functionality description (https://github.com/google/usd_from_gltf#emulated-functionality-for-ar-quick-look) also says that, "AR Quick Look incorrectly treats the emissive texture as linear rather than sRGB, so the converter works around this by converting to linear."
I think perhaps Apple changed to "correct" behavior and so now the converter is making unnecessary transformation of emissive maps to linear color space.
Has anyone verified this issue and proposed fix? Else I will.
from usd_from_gltf.
Related Issues (20)
- Build target error HOT 2
- Lambda
- 'CreatePrimvar':
- Error installing - issues with boost HOT 1
- Error compiling against USD 21.05 HOT 5
- Error during build when installing ZLIB HOT 5
- Conversion of glb with animation to scale path does not come through well in usdz
- i am getting 'std::map': too few template arguments error while compiling on windows HOT 2
- Moving Local Install to Another Computer
- Cannot write USD: "filename.usdz" [UFG_ERROR_IO_WRITE_USD]
- ASSERT(mat.Factor( &scale_orient_mat, &scale_d, &rot_mat, &translation_d, &persp_mat)) [UFG_ERROR_ASSERT] HOT 1
- Building failed (macOS Monterey 12.1 )
- [Issue] arm64 incompatibility HOT 2
- Converter doesn't keep scale scene factor
- DRACO: ERROR: [WinError 2] The system cannot find the file specified HOT 1
- Support Transmission HOT 1
- Installation error HOT 2
- Converter doesn't work with variants HOT 1
- Install Error: Installing PNG Downloading error
- Skeletal animations in USDZs generated with usd_from_gltf no longer work in iOS 15 quicklook HOT 7
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