In this tutorial we will cover how to import STL/OBJ files in FreeCAD.
Path to the normal texture that should override textures in the. Path to the occlusion texture that should override textures in the. The model will be saved with a material using the KHR_materials_pbrSpecularGlossiness extension. mtl file, where specular color is stored in the red, green, and blue channels and specular glossiness is stored in the alpha channel. Path to the specular-glossiness texture that should override textures in the. Intended for models with a single material. mtl does not exist or is not set up to use PBR materials. This is often convenient in workflows where the. The model will be saved with a pbrMetallicRoughness material. mtl file, where occlusion is stored in the red channel, roughness is stored in the green channel, and metallic is stored in the blue channel. Path to the metallic-roughness-occlusion texture that should override textures in the. The glTF will be saved with the KHR_materials_unlit extension. The glTF will be saved with the KHR_materials_pbrSpecularGlossiness extension. Specular is stored in the Ks and map_Ks slots and glossiness is stored in the Ns and map_Ns slots. The values in the mtl file are already specular-glossiness PBR values and no conversion step should be applied. Metallic is stored in the Ks and map_Ks slots and roughness is stored in the Ns and map_Ns slots. The values in the mtl file are already metallic-roughness PBR values and no conversion step should be applied. Pack the occlusion texture in the red channel of metallic-roughness texture. Prevent the converter from reading texture or mtl files outside of the input obj directory. By default textures are considered to be opaque.
Writes out separate buffers and textures instead of embedding them in the glTF file.ĭo a more exhaustive check for texture transparency by looking at the alpha channel of each pixel. Mapping of mtl slots to shading models Slot mtl file may not exist or its values may be outdated or incorrect.Īs a convenience the PBR textures may be supplied directly to the command line. There may be some quality loss as traditional materials do not map perfectly to PBR materials.Ĭommonly in PBR workflows the the. mtl is assumed to contain traditional Blinn-Phong materials which will be converted to metallic-roughness PBR. If none of these flags are provided, the. See the table below for more information about how to specify PBR values inside the. If the model is created with PBR textures, either the metallicRoughness or specularGlossiness flag should be passed in. This will save the glTF with the KHR_materials_unlit extension. If lighting information is already present in the model, the unlit flag should be used. If the material type is known in advance, it should be specified with either the metallicRoughness or specularGlossiness flag. Unlit materials (via KHR_materials_unlit extension).Specular glossiness PBR (via KHR_materials_pbrSpecularGlossiness extension).There are three shading models supported by obj2gltf: Meanwhile glTF 2.0 introduces physically-based mtl file format describes the Blinn-Phong shading model. Const obj2gltf = require ( "obj2gltf" ) const fs = require ( "fs" ) const options = ) Material types