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Add tangent input to glTF PBR #1157

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pablode
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@pablode pablode commented Nov 27, 2022

This PR adds a tangent input to the glTF PBR, similar to how it's done in the standard surface.

@pablode
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pablode commented Dec 13, 2022

Some background info: this allows the use of tangents that are not provided by the runtime via the 'Tworld' geomprop or <tangent> node. For example, tangents could be read direcly from a mesh stream (or USD primvar) using a <geompropvalue> node, and connected to the proposed input for correct shading.

@jstone-lucasfilm
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@pablode This looks like a good proposal to me, and I'd have no reservations about integrating it to main. Is there a representative on the glTF side who might want to weigh in here, making sure that this approach for connecting tangent streams is aligned with their vision as well?

@proog128
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Looks good to me. As there is no anisotropy yet in glTF PBR, this change probably does not have an effect yet. However, as far as I can tell it is in line with the coming KHR_materials_anisotropy extension.

@jstone-lucasfilm jstone-lucasfilm merged commit 6a91401 into AcademySoftwareFoundation:main Dec 21, 2022
Michaelredaa pushed a commit to Michaelredaa/MaterialX that referenced this pull request Oct 21, 2023
This PR adds a tangent input to the glTF PBR, similar to how it's done in the standard surface.
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3 participants