3D模型 obj格式PBR材质属性自定义规范及assimp解析

mtl文件

# 材质定义
newmtl example_material
#透明度
d 1.0000

# Albedo Map(Diffuse Color)
map_Kd default_Albedo.png
# Normal Map
map_Ns  default_Normal.png
# Metallic Map
map_Ke default_Metalness.png
# Roughness Map
map_Ks default_Roughness.png
# AO Map
map_Ka default_AO.png

assimp 解析对照

        // 1. albedo maps
        std::vector<std::shared_ptr<::PBR::Texture>> albedoMaps = loadMaterialTextures(ai_material, aiTextureType_DIFFUSE,scene, material_name);
        std::cout<<"normal maps:"<<std::endl;
        // 2. normal maps
        std::vector<std::shared_ptr<::PBR::Texture>> normalMaps = loadMaterialTextures(ai_material, aiTextureType_SHININESS, scene, material_name);
        std::cout<<"metallic maps:"<<std::endl;
        // 3. metallic maps
        std::vector<std::shared_ptr<::PBR::Texture>> metallicMaps = loadMaterialTextures(ai_material, aiTextureType_EMISSIVE, scene, material_name);
        std::cout<<"roughness maps:"<<std::endl;
        // 4. roughness maps
        std::vector<std::shared_ptr<::PBR::Texture>> roughnessMaps = loadMaterialTextures(ai_material, aiTextureType_SPECULAR, scene, material_name);
        std::cout<<"AO maps:"<<std::endl;
        // 5. AO maps
        std::vector<std::shared_ptr<::PBR::Texture>> AOMaps = loadMaterialTextures(ai_material, aiTextureType_AMBIENT, scene, material_name);

        float opacity = 1.0f;
        int ret = ai_material->Get(AI_MATKEY_OPACITY, opacity);
		if (ret != AI_SUCCESS)
		{
			std::cout << "Cannot load opacity property" <<std::endl;
			opacity=1.0;
		}
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