glTF Export Settings

导出设置

glTF Export Settings 导出设置

glTF Export Settings

导出设置

Our robot from the Content Browser in a glTF viewer. 我们的机器人从内容浏览器中的 glTF 查看器

glTF (gl Transmission Format) is a free file format for 3D scenes and models. It was developed by the Khronos Group (www.khronos.org), a consortium of graphics companies - who also developed Collada. glTF is optimized for the efficient transmission and loading of 3D content that is used for real-time applications online (e.g., for use on Facebook and other social media).

glTF (gl 传输格式)是一种用于3D 场景和模型的免费文件格式。它是由 Khronos Group (www.Khronos. org)开发的,这是一个由图形公司组成的联盟,他们也开发了 Collada。glTF 优化了3D 内容的高效传输和加载,这些内容用于在线实时应用程序(例如,用于 Facebook 和其他社交媒体)。

In addition, many 3D engines such as Unity and Unreal can import this format. The Cinema 4D glTF exporter exports the Cinema 4D scene in the formats *.glft and glb, which are designed for use on all platforms with glTF support. You can test them by loading them in any one of the freely available glTF viewers online (e.g., https://gltf-viewer.donmccurdy.com).

此外,许多3D 引擎,如 Unity 和 Unreal 都可以导入这种格式。Cinema 4D glTF 出口商出口Cinema 4D 场景的格式 * 。Glft 和 glb,它们设计用于支持 glTF 的所有平台。你可以通过在任何一个免费可用的在线 gtf 查看器上加载它们来测试它们(例如,google https://glTF-viewer.donmccurdy.com )。

In addition to geometry, cameras, textures (these are coded in the file) and animations can be exported.

除了几何图形,相机,纹理(这些都在文件中编码)和动画可以导出。

Materials

材质

These Cinema 4D material settings are transmitted to the glTF settings that are defined. Don’t be surprised if the materials look different in the Cinema 4D Editor. 这些C4D 材质设置被传输到定义的 gtf 设置。不要惊讶,如果材质看起来不同的C4D 编辑器

glTF materials adhere to a physically correct approach (’metallic roughness’) that is similar to a Physical material (New PBR Material) in the Reflectance channel (however, only 1 layer can be used!).

glTF 材质坚持一个物理上正确的方法(’金属粗糙度’) ,类似于物理材质(New PBR Material)在反射通道(但是,只能使用1层!).

In short, this means that glTF generally requires 3 settings that are extracted from a Cinema 4D material as follows (always incl. any defined textures and the respective Strength settings):

简而言之,这意味着 glTF 通常需要从 Cinema 4D 材质中提取3个设置,如下所示(总是包括。任何定义的纹理和相应的强度设置) :

If you load a texture into the Color or Reflectance channel, Multiply will be exported as the Mix Mode, whereby only the corresponding Brightness and Mix Strength will be evaluated. You should define these settings accordingly so you have a realistic preview in Cinema 4D of the colors that will be exported.

如果你加载一个纹理到颜色或反射通道,乘将导出为混合模式,只有相应的亮度和混合强度将被评估。你应该相应地定义这些设置,这样你就有了一个真实的预览在C4D 的颜色,将导出。

In addition, the following textures will be transmitted from Cinema 4D to glTF (and if useful, incl. the respective Strength setting that is defined):

另外,下面的纹理将从 Cinema 4D 传输到 glTF (如果有用的话,包括。定义的各自的强度设置) :

The Transparency material channel uses the Brightness setting to simulate transparencies in glTF (the color comes from the Color channel or the Reflectance channel). This is simulated internally using the Alpha channel - refractions are therefore not supported. However, this only works with simple objects - ones that themselves don’t overlap in the angle of view - since display issues can otherwise be encountered.

透明材质通道使用亮度设置来模拟 glTF 中的透明度(颜色来自颜色通道或反射通道)。这是在内部使用 Alpha 通道模拟的,因此不支持折射。然而,这只适用于简单的对象——这些对象本身在视角上不会重叠——因为否则就会遇到显示问题。

Under https://medium.com/gametextures/metallic-magic-2dce9001fe15 you will find several interesting details about the Metallic Roughness workflow. We also need to mention that metal that is covered with a color or other material is not metal with regard to rendering.

在 https://medium.com/gametextures/Metallic-magic-2dce9001fe15下你会发现几个有趣的细节关于金属粗糙度工作流程。我们还需要指出的是,被彩色或其他材质覆盖的金属就渲染而言不是金属。

Remarks and Limitations

备注及限制