Yes for now that’s how you do it. You can multiply the result of the pbr with 0.0000001 and add it to your output for exampl
What’s status of PBR for release? Safe to use for something in production? I only care about HTML5 runtime.
Probably safe to use for web, I don’t know if anyone has even tried it so I don’t know if it’s used in released projects. If you run into any issues I’d gladly help you resolve them!
We have now released a new version of this extension: Release PBR Alpha release 0.1.1 · defold/defold-pbr · GitHub
- The extension can now be used as a true dependency for a project - just put the zip URL into the dependencies field as usual in a separate project and it should work!
- The environment content generation tools now work on arm64 osx
- There is a known issue on OSX with what seems to be incorrect linear mipmap sampling when running with the OpenGL backend. This doesn’t happen on Vulkan / Metal and doesn’t happen on webgl builds, so far I’ve only seen it on OSX + OpenGL, so I’ll have to dig deeper to figure this one out.
- Updated to use the new render script format
- Textures are bound by sampler name instead of texture units
- Normals should look more correct
Post any issues you find on the main PBR repository, thanks!
Hi! I’m stuck Please tell me what I missed: when trying to extract the contents from a file.glb (right-click on the file - “Extract GLTF contents”) nothing happens (although ‘Defold PBR - Create Environment Assets’ works fine). win10, Defold 1.9.1
Do you have any logs? That feature requires python to be installed, so perhaps there’s something different with your setup. I’d like to replace the gltf importer with something more built in but for now it’s what I could muster
No logs found, Python 3.12.
You’re probably right and the problem is in my setup, I’ll look into it.
Anyway, Defold PBR extension is super amazing