![]() ![]() Choosing which one to use for your project will depend on your requirements. The main advantage of glTF is that PBR materials are handled automatically. glTF files contain PBR material information that is used by FlightGear to avoid messing with Effects manually like in the case of AC3D files. This allows 3D models to have a consistent look across all software, i.e. what you see in Blender is exactly what you will see in FlightGear. However, this advantage can also be a disadvantage. The glTF specification is quite specific about how a material is defined, so it's not possible to add custom Effects to glTF models. If your project uses custom shaders or requires special effects that cannot be handled by the standard PBR scheme (albedo/metalness/roughness), then you should be using AC3D files with custom Effects. The glTF 2.0 specification is the best resource when it comes to glTF. Embedded textures are not loaded, so all textures must be saved to external files.įlightGear tries to adhere to the specification as much as possible, but there are some exceptions: All parameters and their default values are very well defined.All parameters related to animations are ignored.This includes skinning information like joints and weights, as well as the animation keyframes themselves. Cameras and punctual lights are not supported.įlightGear provides its own system for animating objects, see Howto:Animate models.When no material has been specified for a mesh, the glTF spec suggests using a 50% emissive grey material.FlightGear uses a different default material, which is specified in fgdata/Effects/model-pbr.eff. In XML you can treat glTF models the same way you treat AC3D, with a few exceptions. As described earlier, Effects can't be assigned to glTF models because they use a predefined Effect that implements the material description of the glTF specification. Material animations don't work either for the same reason. If you want to change the material parameters, you should do so in your 3D modelling software of choice (or manually editing the glTF file).Įxample settings for exporting a glTF model in Blender. The latest versions of Blender support glTF out of the box. You need to use a Principled BSDF to setup your materials so they can displayed correctly by FlightGear. All textures attached to this node will also be exported correctly. See the reference documentation in the Blender manual for more information about Blender and glTF. ![]() Some important settings for the exporter include:įormat glTF Separate (.gltf +. bin + textures) has to be selected because FlightGear does not support loading embedded assets. Textures Optional directory where textures will be placed. If none is selected, the textures will be in the same directory as the. Limit to These parameters can be used to select which objects of your Blender scene will be exported. Data FlightGear does not yet support glTF cameras or punctual light sources, so you can disable eveything here. Blender uses a +Z up convention (like FlightGear), but glTF forces +Y up as the standard. Apply Modifiers If you have any unapplied modifiers (like a Subdivision Surface Modifier), they will applied before exporting. UVs Whether to export UV texture coordinates or not. Normals Whether to export normals or not. You should keep this on as disabling them will force FlightGear to calculate them at runtime. ![]()
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