Applying's @material_mode 3 material for after various processing from @matrixoutput.


    Jun 01 2023 | 5:29 pm
    I'm amazed by the recent advancements in gl-core and am currently exploring the possibilities of Jitter.
    The PBR shaders generated internally by seem to have different specifications than I was unable to achieve the beautiful PBR rendering shown in @material_mode 3 when re-compositing with
    I tried to get the material dict from and reapply it with or I also attempted to reapply the shader code outputted from using get_shader to, but I was not successful.
    Is the process described in the title even feasible?
    I appreciate your assistance.
    Max Patcher
    In Max, select New From Clipboard.
    Show Text @material_mode 3 @matrixouput 0 (Beautiful!) @material_mode 3 @matrixouput 0 (Beautiful!) @material_mode 0 @materixoutput 1 and re-synthesis in with @material_mode 0 @materixoutput 1 and re-synthesis in with
    Model :

    • Rob Ramirez's icon
      Rob Ramirez
      Jun 02 2023 | 3:17 pm
      I believe the situation here is that gltf material format supports combined metal and roughness textures. so we must first unpack that texture before sending it to the pbr input. I believe the Roughness is stored in the Green plane, and Metalness in Blue.
      I have plans to add some functionality to to load these materials directly from the GLTF files for some future update, so thanks for exploring this space sharing your experiences.
    • mirrorboy's icon
      mirrorboy's icon
      Jun 10 2023 | 9:31 pm
      Hi Rob
      Thanks for the reply, the rendering itself is very beautiful and interesting, looking forward to that update which will be easier to use in combination with!