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I'm trying to convert 3D models to GLTF, however, the output models tend to be a little do dark in the application we're using. I'm trying to make them brighter by setting the SpecularColor factor to white. I also want to set the shininess, but only if there is no shininess set.

In addition I want to also apply a fallback appearance to the surfaces which have no appearance.

The conversion needs to work for all inputs and ideally be nice and fast. I've been playing around with the SharedItem tools and have gotten very close to what I want, however, there are some edge cases where my process doesn't work.

It seems like it should be really easy but I just can't get it to work.

Has anyone had luck doing this?

Oh I figured it out. It was really easy. Just use a ShraredItemRetreiver, modify the appearances then used the SharedItemAdder to just update the shared item. It was too easy....

Default color can be applied to those features which were rejected by the ShraredItemRetreiver with an AppearenceSetter....


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