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PBR Refraction? #1027

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ghost opened this issue Jun 23, 2017 · 3 comments
Closed

PBR Refraction? #1027

ghost opened this issue Jun 23, 2017 · 3 comments
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PBR Physically Based Rendering specification

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@ghost
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ghost commented Jun 23, 2017

Hello. Why in glTF none of PBR refractions? Most games, renders, etc. have support real or fake refractions. So I think refractions also good for glTF.

@pjcozzi pjcozzi added PBR Physically Based Rendering specification labels Jun 28, 2017
@pjcozzi
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pjcozzi commented Jun 28, 2017

@mlimper @bghgary any insights?

@bghgary
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bghgary commented Jun 28, 2017

#822
This was the thread about transparency in general that might give some context into the choice to only support alpha as coverage in glTF 2.0.

The gist of it is that we didn't want to put too much into 2.0 as handling transparency is a complex subject and may be difficult to implement on all platforms (esp. the web). For now, transparent materials (e.g. glass, water, etc.) can be defined with a not-yet-proposed extension or with extras.

@pjcozzi
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pjcozzi commented Dec 24, 2017

Closing. Anyone feel free to open a new issue with a concrete proposal.

@pjcozzi pjcozzi closed this as completed Dec 24, 2017
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