Tuesday I hosted a talk about iridescence and anisotropy for glTF materials. Went well I thought, and good to hear people's questions. https://www.youtube.com/watch?v=PyMgrV8BErY
This one uses counter-rotating Depth and Normal maps, for a moire like distortion effect which aims to obscure the fact that it’s using rotating UVs to distort the refraction to fake something like a heat refraction effect.
Nice! The previous one was a lot more obviously rotating, making it look like a clear liquid on top, swirling around. This one looks really good though
Working on cleaning up a CC0 car model, to make a showcase asset to demo glTF materials. A gazillion nodes to clean up, bad transforms, all kinds of fun things to fix.
Anyhow, early materials test with the glTF thin film shader...
Added UVs for the paint, so I could so a powder coat. The seats have a quick leather texture, and the tires have a normal map for the tread instead of geo.
Note: this isn't my model, it's a CC0 asset from Sketchfab. I'm cleaning it up as a job for the Khronos Group, to add it to the glTF Sample Assets repo which I've been contributing to for a while.
Solid work Eric. I wonder if there's a nice way to capture some of that nice 3d depth on the plastic panels, without being too costly. It misses a bit without it.
Working on finishing up this asset, with material variants.
Soon to be released for public download in the glTF Sample Assets repository. The second hand is animated, with step keyframes for that sharp "tick-tock" motion. Anisotropic carbon fiber is done with a normal map like this:
Replies
https://nme.babylonjs.com/#UPFJUT#2
Found the original, it’s in the Huntington!
https://ericchadwick.com/gltf/
Tuesday I hosted a talk about iridescence and anisotropy for glTF materials. Went well I thought, and good to hear people's questions.
Slides etc. here https://www.khronos.org/events/exploring-the-artistic-frontier-unleashing-creativity-in-3d-models-with-gltf-and-pbr
You can download the model here:
https://github.com/KhronosGroup/glTF-Sample-Assets/blob/bd48bfc14440e2e1a5b27741d57493cfd29e83e3/Models/glTFPotOfCoals/glTF-Animation/glTFPotOfCoals_HeatAnimation.glb
https://github.com/KhronosGroup/glTF-Sample-Assets/pull/127
This one uses counter-rotating Depth and Normal maps, for a moire like distortion effect which aims to obscure the fact that it’s using rotating UVs to distort the refraction to fake something like a heat refraction effect.
Anyhow, early materials test with the glTF thin film shader...
USDz isn't right yet, the AO is bleeding into the glass. But here's a live demo, and you can check it out in AR too!
https://api.rapidpipeline.com/viewer?id=cnRkol7wbe
Note: this isn't my model, it's a CC0 asset from Sketchfab. I'm cleaning it up as a job for the Khronos Group, to add it to the glTF Sample Assets repo which I've been contributing to for a while.
https://sandbox.babylonjs.com/?kiosk=false&assetUrl=https://raw.githubusercontent.com/KhronosGroup/glTF-Sample-Assets/e3a4ce73bc361ef1a4597a74d5bff5e3d70a3b7a/Models/CarConcept/glTF/CarConcept.gltf&cameraPosition=2,1.5,0&autoRotate=true&3dcommerce
https://docs.rapidpipeline.com/docs/3dProcessor-Tutorials/tutorial-remesher
Soon to be released for public download in the glTF Sample Assets repository. The second hand is animated, with step keyframes for that sharp "tick-tock" motion. Anisotropic carbon fiber is done with a normal map like this:
Real-time viewer: https://sandbox.babylonjs.com/?assetUrl=https://raw.GithubUserContent.com/KhronosGroup/glTF-Sample-Assets/main/./Models/ChronographWatch/glTF-Binary/ChronographWatch.glb&cameraPosition=4,0,4&autoRotate=true&3dcommerce