glTF
gltf
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glTF | gltf | |
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20 | 10 | |
6,947 | 233 | |
1.2% | - | |
7.0 | 5.0 | |
4 days ago | 9 days ago | |
HTML | Go | |
GNU General Public License v3.0 or later | BSD 2-clause "Simplified" License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
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For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
glTF
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Academy Software Foundation Announces OpenPBR, a New Subproject of MaterialX
My understanding is that this is an evolution of the Autodeks Standard Surface (https://autodesk.github.io/standard-surface/), which itself is a subset set of the glTF 2.0 material with its PBR extensions (https://github.com/KhronosGroup/glTF/blob/main/extensions/RE... )
Together this means there is a lot of alignment between these models. I wouldn't be surprised to see a glTF 3.0 that adopts the OpenPBR as its main material definition, skipping the current extension complexity.
OpenPBR for material exchange combined with MaterialX for shader graph exchange combined (https://materialx.org) with OpenUSD for geometry and scene graph exchange, means together we are headed into a world where high quality 3D assets are exchangeable between content creation tools.
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Is it more performant to build the entire scene in Blender?
Search animation related topics, like skinning and weights. This is constantly debated. As for the compression it is just standard with the format, there are some old topics on it.
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VisionOS
An open standard that is very capable (but cannot find if it can do streaming) is https://github.com/KhronosGroup/glTF
It still misses some important things in the area of shading and animation for full transfer of all qualities you find in a modern 3d creation app like Blender.
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The difference between a primitive and a mesh in gltf
I wondered this in the past as well and I found this issue, which has a lot of discussion on it and includes some plausible possible reasons, though it seems it's not entirely clear anymore why it is like it is: https://github.com/KhronosGroup/glTF/issues/821
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Did a burger / solved for PBR partially
So the special thing about this is we didn't touch any of the PBR maps on it. At all. That was all automatic, I wrote a solving program. What I will reveal about that is the gltf spec I solved against is over here: https://github.com/KhronosGroup/glTF . We're looking at using this with some 3D scanning businesses in NYC at the moment.
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Ask HN: Simple 3D animation file format?
https://github.com/KhronosGroup/glTF/blob/main/specification...
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Texture Animation to glTF 2.0 Fail to Export
In the future, this can be properly done with the KHR_animation_pointer extension: https://github.com/KhronosGroup/glTF/pull/2147
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Magic hole in GLTF from blender?! is it possible
I think ideally you would extend the gltf material to add control over e.g. renderOrder, colorWrite, depthWrite, then implement the extension in your gltf loader
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I've decided to learn Godot and it feels like I have "lost"
Probably not directly, but I'd look for frameworks that work with GLTF to have proper scene and asset management.
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What is the name of the effect which causes edges of meshes to appear brighter rather than darker?
Probably itβs some kind of Sheen. This effect gives the material a velvety fabric / fur impression, which would work well with the Tom Nook character.
gltf
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how to augmented reality
This is a very ugly and confusing site which claims to be an overview of the format. I balked after trying in vain to parse it for two minutes. So off to the wiki.
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Rustracer-0.2.0: skinning animation with compute shader and major bug fixes
Rustracer: a PBR glTF 2.0 renderer based on Vulkan ray-tracing, written in Rust.
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Ask HN: Simple 3D animation file format?
I've found glTF ( https://www.khronos.org/gltf/ ) to be quite simple. The entire format is encompassed in something like a dozen entity types. Nice visual overview here:
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Welcome to 3D Model Import in After Effects!
Do yourself a favor and learn about making glFT files. That's the format they're using internally. One file, with everything self contained plus more advanced shader features than OBJ.
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Does this make sense to anytime?
Looks like a GLTF file. https://www.khronos.org/gltf/
- Looking for help loading ASSIMP scenes with skinned meshes and animated bones correctly
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I want to develop an app for multiple headsets
There are no standard 3d formats at the moment that you can use and view in VR with the same ease as you could a png/jpeg on a desktop, VR is still very much based around full apps with their own proprietary formats. But glTF/glb at least can be imported with reasonable ease into many different places, e.g. both the WMR and Oculus home environments have importer for them.
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I made a Opensource Procedural Terrain Modelling/Texturing tool with realistic erosion, sea, etc. (My first proper opensource project)
- Exporting as .obj might be a bit of a poor/outdated choice, please check gltf
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With Godot 4.0 reaching its more final form and working towards alpha, we are lacking in something very important: We need more high quality 3D demo content, specifically demo 3D PBR environments...
hmm. never heard of GLTF. A quick look on their site shows max/maya/houdini/blender/C4D so thats good. It seems to be roylty free. Is it open source? Is that something I should be looking for?
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Requesting r/glTF no posts in over a year and only mod is unresponsive
Thank you for the response. The subreddit /glTF is basically dead because no one can post without moderator approval and the moderator has been inactive for the past 3 years. Can you please let me know what the "other reasons" are why you will not approve my request? I work for The Khronos Group who created and maintains glTF. Please see www.khronos.org/gltf for more information. Thank you for your reconsideration.
What are some alternatives?
GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
Primitive Pictures - Reproducing images with geometric primitives.
glTF-Sample-Models - glTF Sample Models
TerraForge3D - Cross Platform Professional Procedural Terrain Generation & Texturing Tool
MonoGame - One framework for creating powerful cross-platform games.
Angular 2 Image Gallery - Image Gallery built with Angular 17+, node.js and GraphicsMagick
raylib - A simple and easy-to-use library to enjoy videogames programming
gowitness - π gowitness - a golang, web screenshot utility using Chrome Headless
bevy - A refreshingly simple data-driven game engine built in Rust
gg - Go Graphics - 2D rendering in Go with a simple API.
learn-gdscript - Learn Godot's GDScript programming language from zero, right in your browser, for free.
imagick - Go binding to ImageMagick's MagickWand C API