For Godot 4.0, a bidirectional workflow with glTF was implemented to allow for a combination of in-engine and out-of-engine tooling to work seamlessly. Importing glTF scenes has been supported since Godot 3.0, and with this release you can now export your Godot scenes to glTF and then imported into other apps to make edits continuously. This workflow means you can work on your scene in Blender and then bring it back into Godot for more work.
The Khronos Group sessions from SIGGRAPH Asia are now available. Watch to hear:
- Khronos President, Neil Trevett, give an Open Standards Update
- glTF’s Ed Mackey shows off next-generation PBR materials for glTF
- Nathaniel Hunter from DreamView discusses 3D Commerce’s Asset Creation Guidelines
- OpenXR Chair, Brent Insko, gives us an informative OpenXR update
- HTC’s, Tony Lin, demonstrates the Vive Cosmos OpenXR developer preview
- WebGL Chair, Ken Russell gives an in-depth update on WebGL
- Vulkan Chair, Tom Olson, updates us on Vulkan’s latest deliverables and future directions
- Followed by Neil Trevett who gives us the latest from the ANARI Working Group’s work on an analytical rendering API for the scientific community
Come and hear the latest from The Khronos Group!
RapidCompact recently interviewed Neil Trevett, President of the Khronos Group and Vice President of Developer Ecosystems at NVIDIA. In the interview, Neil shares his thoughts on the present and future of 3D, discussing the work Khronos is carrying out for the industry, and how 3D content is soon to become pervasive.
Recently, the Khronos 3D Commerce Working Group hosted a webinar to discuss its activities, including why industry alignment on the glTF file format (the “JPEG for 3D”) is crucial, and how standardization will bring new opportunities to any designer, retailer, manufacturer or technology company developing 3D experiences. The panel was led and moderated by Leonard Daly, President of Daly Realism, who was joined by industry experts from Wayfair, UX3D, Amazon Imaging Services, Autodesk, DGG, DreamView, Microsoft and Shopify. At the end of the webinar, the audience submitted questions for the panelists. The answers as a Q&A are now available online.
Lots of exciting glTF news today! Khronos announced three new new Physically Based Rendering extensions for Clear Coat, Transmission and Sheen which continues to build a powerful, interoperable, material model for the glTF ecosystem. As well, new versions of glTF Validator (2.0.0-dev.3.3) and glTF Tools for VSCode (2.3.2) were also published today, adding support for all three of the PBR extensions.
Today, The Khronos Group, an open consortium of industry-leading companies creating advanced interoperability standards, announces the release of a set of new Physically Based Rendering (PBR) material extensions for glTF. glTF is Khronos’ royalty-free format for widespread, efficient transmission and loading of 3D scenes and models, known in the industry as the ‘JPEG of 3D’. PBR enables developers and artists to achieve photorealism through rendering parameters that correspond to real-world physical properties of materials in 3D assets. These new extensions for Clear Coat, Transmission and Sheen build on the existing PBR capabilities of glTF 2.0, and together with additional upcoming extensions, are creating a powerful, interoperable, physically-based material model for the glTF ecosystem.
The PlayCanvas team announced the Editor support of glTF GLB conversion with model and animation imports. This gives developers an order of magnitude reduction in load times compared to the JSON format while keeping similar gzipped download size. Using the Stanford Dragon model (2,613,679 vertices, 871,414 triangles), we can compare GLB and JSON parse times on a Macbook Pro 16 inch. The JSON format took over 3 secs just to parse the data, a peak memory usage of ~498 MB and a gzipped package size of 28.1MB. GLB speeds ahead taking only 0.193 secs which is 17x faster, uses a peak of ~25.2 MB of memory and a gzipped package size of 25.7MB!
In the world of e-commerce, many products come in different options, or variants. When shopping online, for example, colors and materials of a brand of shoe might have an image representing each option. And now, in addition to using 2D images, more and more retailers are starting to use 3D and AR to merchandise products in online channels to enable customers to more fully experience products or view items in their environment in rich 3D. Each time a customer views a different colored shoe, there’s a good chance that another complete 3D model is being loaded just to display that color variant. This leads to increased download times and wasted bandwidth as the files contain a lot of redundant data, including downloading exactly the same geometry multiple times. In turn this causes increased memory usage on the device, and slower interactivity, resulting in a poor customer experience. Learn how the Khronos Group and the 3D Commerce working group is improving this.
One challenge to deploying 3D at scale lies in its interoperability, or rather, in its lack thereof. Whilst the dream is to create a fully end-to-end digital workflow made up of previously siloed platforms that now seamlessly integrate and communicate, the reality is that 3D tools today don’t play particularly well with others. This Spotlight offers a roadmap to achieving simple integration and subsequent seamless data flow to underpin a future digital supply chain. You can view all of the panel discussions here:
Join the Khronos Group for a 3D Commerce Panel to discuss progress on specifications and guidelines on October 27, 2020. In order to scale 3D experiences and make them truly mainstream, standardization is a critical next step. Panelists will discuss why industry alignment on a “JPEG for 3D” is crucial and how standardization will bring new opportunities to any designer, retailer, manufacturer or technology company developing 3D experiences. Space is limited, please register early.
Blender2MSFS - this Blender addon allows you to create 3D assets for Microsoft Flight Simulator (2020). The addon is designed for Blender 2.83, and above. MSFS is using the Khronos’ glTF 2.0 file format with multiple custom extensions and extras for special material functions. While Blender 2.8x already ships with a glTF exporter, some changes had to be made to the exporter to facilitate some of the used extensions. These changes come fully integrated into this addon, in the form of modified call functions. These functions will make use of the existing Khronos glTF 2.0 exporter, while inserting some of the custom extensions for MSFS
Darmstadt Graphics Group (DGG) is pleased to announce the launch of their in-browser automated 3D optimization solution - RapidCompact 4.0 - in time for SIGGRAPH 2020. RapidCompact automates the creation of high-quality optimized 3D assets for web, mobile, and AR or XR platforms. It takes large, complex 3D assets and turns them into compact content which can be viewed on any device. DGG is one of 80 leading retail, hardware, and software companies participating in the 3D Commerce Working Group.
In this guest blog, Norbert Nopper, Managing Director at UX3D, discusses editing glTF models and introduces a new visual glTF editor, Gestaltor. Norbert discusses how to directly edit glTF models and when that may lead to higher productivity when creating 3D models. Starting with a brief introduction to glTF and common workflows and discussing the possibilities and challenges involved in directly editing glTF asset files. Wrapping up with examples of how direct glTF editing may save you time production pipeline.