如何将材质应用到.glb/.gltf网吗?



我在场景中有一个.glb格式的模型,没有任何编辑(但网格)。如何使用Python应用glb/gltf网格的材料?我正在使用Pygltflib和Trimesh,尽管我可以使用其他库。

我只能给出一个一般的答案,因为您没有提供任何代码,但原则上您会这样做:

material = Material() # Create a material
pbr = PbrMetallicRoughness() # Use PbrMetallicRoughness
pbr.baseColorFactor = [1.0, 0.0, 0.0, 1.0] # solid red
material.pbrMetallicRoughness = pbr

之后为原语提供像这样的材料

primitive.material = 0

,不要忘记将其添加到gltf中。像往常一样,如果你使用更多的材料,顺序当然很重要:

gltf.materials.append(material)

为了完整起见,这里是如何添加带有"mask"的双面红色金属粗糙度材料。将其保存为.glb:

from pygltflib import *
# create gltf objects for a scene with a primitive triangle with indexed geometry
gltf = GLTF2()
scene = Scene()
mesh = Mesh()
material = Material()
primitive = Primitive()
node = Node()
buffer = Buffer()
bufferView1 = BufferView()
bufferView2 = BufferView()
accessor1 = Accessor()
accessor2 = Accessor()
# add data
buffer.uri = "data:application/octet-stream;base64,AAABAAIAAAAAAAAAAAAAAAAAAAAAAIA/AAAAAAAAAAAAAAAAAACAPwAAAAA="
buffer.byteLength = 44
bufferView1.buffer = 0
bufferView1.byteOffset = 0
bufferView1.byteLength = 6
bufferView1.target = ELEMENT_ARRAY_BUFFER
bufferView2.buffer = 0
bufferView2.byteOffset = 8
bufferView2.byteLength = 36
bufferView2.target = ARRAY_BUFFER
accessor1.bufferView = 0
accessor1.byteOffset = 0
accessor1.componentType = UNSIGNED_SHORT
accessor1.count = 3
accessor1.type = SCALAR
accessor1.max = [2]
accessor1.min = [0]
accessor2.bufferView = 1
accessor2.byteOffset = 0
accessor2.componentType = FLOAT
accessor2.count = 3
accessor2.type = VEC3
accessor2.max = [1.0, 1.0, 0.0]
accessor2.min = [0.0, 0.0, 0.0]
pbr = PbrMetallicRoughness() # Use PbrMetallicRoughness
pbr.baseColorFactor = [1.0, 0.0, 0.0, 1.0] # solid red
material.pbrMetallicRoughness = pbr
material.doubleSided = True # make material double sided
material.alphaMode = MASK   # to get around 'MATERIAL_ALPHA_CUTOFF_INVALID_MODE' warning
primitive.attributes.POSITION = 1
primitive.material = 0
node.mesh = 0
scene.nodes = [0]
# assemble into a gltf structure
gltf.scenes.append(scene)
gltf.meshes.append(mesh)
gltf.materials.append(material)
gltf.meshes[0].primitives.append(primitive)
gltf.nodes.append(node)
gltf.buffers.append(buffer)
gltf.bufferViews.append(bufferView1)
gltf.bufferViews.append(bufferView2)
gltf.accessors.append(accessor1)
gltf.accessors.append(accessor2)
gltf.convert_buffers(BufferFormat.BINARYBLOB) # Convert buffers to allow saving as .glb
# save to a .glb file
gltf.save("triangle.glb")

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