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@mrdoob mrdoob commented May 16, 2023

Related issue: #25580 #26051

Description

Changed the environment image with a more detailed one to make the anisotropy shine more.

I've also changed the default camera position and restored zoom and panning so we can appreciate the new material from any direction and any distance.

Before After
Screenshot 2023-05-16 at 12 45 13 PM Screenshot 2023-05-16 at 12 45 06 PM

/cc @elalish @sunag @WestLangley

@mrdoob mrdoob added this to the r153 milestone May 16, 2023
@mrdoob mrdoob merged commit 5db0596 into dev May 16, 2023
@mrdoob mrdoob deleted the gltf_anisotropy branch May 16, 2023 05:20
@elalish
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elalish commented May 16, 2023

There's an improved version of the model on the way too, which I can hopefully merge soon.

@donmccurdy
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For the next version – let's run it through texture compression as well. This cuts about 50% of file size, losslessly, for the current GLB:

gltf-transform png AnisotropyBarnLamp.glb AnisotropyBarnLampOptimized.glb

@elalish
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elalish commented May 17, 2023

@donmccurdy I dunno about losslessly: it strips out the anisotropy extension it doesn't understand, along with the associated texture. I think that's most of the reason for the size savings. Would be awesome if gltf-transform could pass unknown extensions through without loss, though that might be tricky, especially with references.

@donmccurdy
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@elalish glTF Transform supports KHR_materials_anisotropy, the problem is just the outdated "anisotropyDirectionTexture" reference. In my test it did break the extension as a result, but kept and compressed the texture. Supporting unknown extensions requires configuration, I don't think it's something I can otherwise support.

@elalish
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elalish commented May 17, 2023

oh, maybe I'm just on an old version. Thanks, that's great to know!

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4 participants