What should I do if the texture settings are different from what I expect?

Our system supports two different rendering modes: Blinn-Phong and physically based rendering (PBR). Diffuse, Reflections, and Specular are all part of the Blinn-Phong shader, which does not support PBR; as a result, it has an alternate set of standards when referring to the naming conventions of the texture files. The MetaVRse Engine is able to toggle between these two standards.

Once PBR is turned off the names of the Drag and Drop windows will change to Diffuse, Reflections, and Specular. Our system is also capable of interpreting the Blinn-Phong textures as PBR and can be applied in the following way:

  • Diffuse = Albedo
  • Reflections = Roughness
  • Specular = Has no equivalent and is therefore not utilized

Next What should I do if we need capabilities that the MetaVRse platform doesn’t provide?
Table of Contents