auto occlussion? verge material PBR question

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This topic contains 3 replies, has 2 voices, and was last updated by Mikhail Luzyanin Mikhail Luzyanin 4 months ago.

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  • #17590
    abin
    abin
    Newbie

    Hello dear Mikail, Yuri,
    I discover some problem with tuning of Verge MaterialPBR.
    It looks like the occlusion is set even if no occlusion map included.
    So double sided mesh appears black. I add some screenshots with material from verge and standard blender princepled BSDF to compair. I don’t like this effect much but on other hand, the material node from Verge is much better to control emission, which is relevant for my try. Is there any solution for setting that node so, that the double-sided mesh dosn’t appear automatically black?

    Greetings :)

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    #17599

    Why you using Verge3D PBR instead of Principled BSDF for export to the engine?

    Co-founder and lead graphics specialist at Soft8Soft.

    #17600
    abin
    abin
    Newbie

    Actually I wanted to add ao map to vergepbr – that node make it easier, also emission control I like more than standard blender node and wanted to use it, but then I discover that problem and just ask why it is like that. It is practical not usable for double-sided meshes. I can survive without vergePBR but I think that node is better for gtlf2 format /I’ve read somewhere in forum/, isn’t? I just ask…not big thing for my project now but…you know…just want to let you know something like that exists.
    Greeting :)
    Going to holidays now…So…no hurry
    Wish you guys best! You are greatest webgl freaks!

    disappeared

    • This reply was modified 4 months ago by abin abin.
    #17631

    Actually I wanted to add ao map to vergepbr – that node make it easier, also emission control I like more than standard blender node and wanted to use it, but then I discover that problem and just ask why it is like that. It is practical not usable for double-sided meshes. I can survive without vergePBR but I think that node is better for gtlf2 format /I’ve read somewhere in forum/, isn’t?

    Better to use Principled if you plan to work only with the Verge3D enigne, Verge3D PBR only for gltf2 compatibility, so if you plan to use this gltf file to import in another realtime engine then better to use it, but seems there’s some problems with it.

    Co-founder and lead graphics specialist at Soft8Soft.

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