2022 Talk About X3D PBR glTF - michaliskambi/x3d-tests GitHub Wiki

Title: Physically based rendering (PBR) in X3D 4, using glTF with X3D 4

Watch the recorded webinar here: https://www.youtube.com/watch?v=iQ0s1V37tAw

March 29 (Tuesday)

Time: ~45 mins talk + 15 min for QA

Register on https://www.web3d.org/pbr-x3d4-using-gltf

Summary

We will go over the new features in X3D 4 related to materials, lighting and textures. These include

  • physically based rendering,
  • normal maps,
  • more ways to affect materials by textures,
  • close alignment with PBR in glTF,
  • upcoming work: environment light.

I will make this a practical session: for everything that I'll describe, I'll also show how to actually write it in X3D, and render using Castle Game Engine / view3dscene.

Short Plan

  • Overview of X3D
  • Materials in X3D 4: unlit, PBR, Phong
  • Lights in X3D 4: unbounded intensity, upcoming environment light
  • Textures in X3D 4: modify any material parameter
  • Practical examples of how to write all above in X3D, classic and XML
  • Inline glTF in X3D
  • Strategy to express glTF concepts, in particular PBR, using X3D
  • Example: export Blender -> glTF, inline in X3D

Full Plan