Comments (16)
We're still working to get a better test model for specular. The toy car is the only one available at this point, but for me at least, it's not intuitive why the car comes out that color. It would be better for us to have a model that's more explicit, but we don't have one yet.
The closest thing to ground truth currently is a prototype path tracer from Dassault. But there was a change to the specular parameters just a couple weeks ago, and I don't know if this path tracer was updated to support that yet. This should all get straightened out before we send specular over for ratification.
Live: https://dassaultsystemes-technology.github.io/dspbr-pt/
Source: https://github.com/dassaultsystemes-technology/dspbr-pt/
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@cx20 fixed in 2.5.13
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@cx20 Let's disregard the cloth on this particular version of the ToyCar model. Fabric and sheen effects have other tests that have already been merged into the official repo. This version of ToyCar is due to be replaced eventually. Thanks.
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@cx20 do you have source of model, because I'm not sure about fabric material (The part of the cloth looks like a metallic luster).
When only IBL is on, the flame emblem and car number are specularly reflected. - fixed in 2.5.12
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do you have source of model, because I'm not sure about fabric material
The glTF file is shown below, but you will have to ask the creator if there is an original source.
ToyCarSpecular.zip
The part of the cloth looks like a metallic luster
The areas that I see as metallic luster are as follows.
In Babylon.js, Fabric reflects the Base Color texture, but in Red Cube it appears to have a metallic luster.
Library | ToyCarSpecular.gltf result |
---|---|
Babylon.js | ![]() |
RedCube.js | ![]() |
See below for the expected results of this model. Babylon.js seems to be the closest to the expected result so far.
KhronosGroup/glTF-Sample-Models#268 (comment)
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When only IBL is on, the flame emblem and car number are specularly reflected. - fixed in 2.5.12
I confirmed this. Thank you for your support.
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@cx20 Iām trying to told you that Babylonjs is not source of true. To verify rendering we need some ground truth renderer, e.g. Blender etc.
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Below is the result of path-traced. Perhaps this is the expected result.
KhronosGroup/glTF-Sample-Models#268 (comment)
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@emackey Any advice on how to test KHR_materials_specular
?
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@emackey Thanks for the advice. I have tried Dassault's path tracer.
However, unfortunately, I could not determine if that was the correct result.
Dassault's path tracer + ToyCarSpecular.gltf(using the KHR_materials_specular
extension) result:
Since this extension is not yet finished, we may have to work on another issue first.
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@Reon90 Thanks! It looks good.
result | |
---|---|
before | ![]() |
after | ![]() |
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@Reon90 The cloth seems dark when I view ToyCarSpecular.gltf
on the latest version of RedCube. Can you confirm it?
result | |
---|---|
RedCube 2.5.13 | ![]() |
RedCube 3.0.2 | ![]() |
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fixed in 3.2.0 @cx20
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@cx20 could you check?
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I have confirmed this model again with RedCube v3.3.0. I think the cloth is brighter than before.
@emackey Is it possible to determine if the brightness of this cloth is correct? Personally, I don't feel so uncomfortable, so I feel that the test has passed.
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@emackey Thanks for the advice.
@Reon90 I would like to ignore the effects of Fabric and sheen as advised by emackey. I marked the test as passing in gltf-test.
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Related Issues (20)
- Cesium Man's skinning animation is incorrect HOT 2
- Unnatural shadows in Sheen extension model HOT 2
- RiggedSimple's shade becomes unnatural when the light is in PBR mode. HOT 4
- Switching ToyCar's built-in camera does not work HOT 2
- TransmissionTest.gltf is dark when the light is only IBL HOT 4
- NormalTangentTest.gltf is different from expected result HOT 3
- The scale of the teacup normal map is not correctly reflected HOT 5
- Tangent Space test model is not displayed correctly HOT 2
- When using IBL, the display result of SpecGlossVsMetalRough.gltf is different from expected HOT 2
- TextureEncodingTest.gltf is different from expected result HOT 4
- When using only IBL, ToyCar display result is different from expected HOT 2
- SheenCloth.gltf shows a strange pattern HOT 2
- When I select variants in SheenChair.gltf, a strange pattern appears HOT 2
- Display results of GlamVelvetSofa.gltf are different than expected. HOT 6
- EnvironmentTest.gltf seems different than expected HOT 7
- RecursiveSkeletons.gltf cannot be displayed HOT 5
- [Feature request] It would be nice to have an example of creating an arbitrary mesh
- [Feature request] Cubemap support
- RedCube does not support EXT_lights_image_based HOT 3
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