I’m proud to announce that my pull request to introduce a lot of new features to X3D 4.0 is now merged into the “master” branch of the X3D 4.0 specification. It introduces new rendering features that we already use in CGE:
-
PhysicalMaterial
node -
UnlitMaterial
node -
lots of (Phong)
Material
node upgrades -
consistent RGB/grayscale texture treatment
-
Appearance.backMaterial
(and deprecation ofTwoSidedMaterial
)
All these changes are now on their way to the soon-to-be-published new X3D 4.0 public draft. And then to X3D 4.0 official release, after (I hope!) countless people will review it and point out all the errors I did 🙂
Companion documents / tests:
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Test files for this feature are in the my x3d-tests repository, in pbr/ subdirectory. I plan to work on them more — add some more, add reference screenshots, add XML encoding versions etc.
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Almost all specified things are implemented in our Castle Game Engine and can be tested by view3dscene right now.
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The reasons behind various decisions in the PBR specification are documented here.
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We have documentation on how various glTF concepts map to X3D, and how Castle Game Engine does it.
Start the discussion at Castle Game Engine Forum