Question

3DTiles, glTF - Reflective surfaces

  • 23 October 2018
  • 6 replies
  • 41 views

Userlevel 5
Badge +28

I've been experimenting with writing out 3DTiles and gLTF/GLB models with FME. One issue I've run into is that FME seems to be creating some kind of shininess to the surfaces which I can't seem to get rid of. The model just has a single color appearance which I want to be able to cast shadows if there is a light source, however, I don't want the appearance to be 'shiny', it should just be dull.

 

 

I've set my appearance to be a single Diffuse (I've also tried Ambient) color. I've set the shininess to 0 and for I've set the Opacity to 1.

 

 

This is in my resulting gLTF file, FME has given a 'metallicFactor' to the model which I'm guessing is why there is a shine to it:
	"materials" : [
{
"name" : "[Color M02]",
"pbrMetallicRoughness" : {
"baseColorFactor" : [ 0.7764705882352941, 0.7764705882352941, 0.7764705882352941, 1 ],
"roughnessFactor" : 1,
"metallicFactor" : 0.5
}
}
],

This also comes through into my 3D Tile when creating them. I see the same properties in the b3dm files in my 3D Tiles set.

 

Any ideas? Has anyone else seen this?

6 replies

Userlevel 2
Badge +17

Hi @virtualcitymatt,

I'm sorry but there is presently no way to control the metallicFactor on the output, since we have no equivalent setting on FME textures. However, we will be changing the default to 0 to prevent the unwanted shininess. I will notify you as soon as this change is available in beta.

Userlevel 5
Badge +28

Hi @virtualcitymatt,

I'm sorry but there is presently no way to control the metallicFactor on the output, since we have no equivalent setting on FME textures. However, we will be changing the default to 0 to prevent the unwanted shininess. I will notify you as soon as this change is available in beta.

Thanks Dave!

 

 

Userlevel 5
Badge +28

Hi @virtualcitymatt,

I'm sorry but there is presently no way to control the metallicFactor on the output, since we have no equivalent setting on FME textures. However, we will be changing the default to 0 to prevent the unwanted shininess. I will notify you as soon as this change is available in beta.

Hiya @DaveAtSafe - Just a thought but in the AppearanceSetter and AppearanceStyler there is a 'Shininess' factor which could be used as a proxy for 'metallic' in gLTF/Cesium outputs (at least for non-textured surfaces).

Badge

Hi @virtualcitymatt,

I'm sorry but there is presently no way to control the metallicFactor on the output, since we have no equivalent setting on FME textures. However, we will be changing the default to 0 to prevent the unwanted shininess. I will notify you as soon as this change is available in beta.

Hi @daveatsafe - has anything come of the proposed change you mentioned or of @virtualcitymatt's suggestions? Thanks!

Userlevel 2
Badge +17

Hi @daveatsafe - has anything come of the proposed change you mentioned or of @virtualcitymatt's suggestions? Thanks!

Hi @stevenjh,

We are trying to get the fix into FME 2019.2.

Userlevel 5
Badge +28

Hi @virtualcitymatt,

I'm sorry but there is presently no way to control the metallicFactor on the output, since we have no equivalent setting on FME textures. However, we will be changing the default to 0 to prevent the unwanted shininess. I will notify you as soon as this change is available in beta.

So I've done some more digging on this and have found that a metallicFactor close to 0 and a roughnessFactor of close to 1 seems to produce the best look for simple colored appearances. This seems to be consistent with what other applications create as well for default gltf materials.

 

 

Perhaps there is even an option to not set any factor? Simply use the diffuse/ambient etc and let the application/renderer set a defaut? Unless of course an option is added to effect these values directly.

 

 

Cheers

Matt

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