What is the loss when exporting complex 'procedual' Blender fogs to .gltf format?
Hey,
This question is for those familiar with Blender and WebGL. I recently found a 3D Nebulae course (or, at a quick glance, an add-on) and I'm assuming that these nebulae can't be successfully exported in glTF format.
Had the idea to try this in three.js, but I think if it were that easy, something like this would be much more popular.
( https://docs.blender.org/manual/en/latest/addons/import_export/scene_gltf2.html )
The previous link is a list of everything glTF can export. I've read through it, of course, but before I buy the course I don't know exactly how these FOGs work.
Does anyone know a bit more about Blender and have something to contribute?
(here is the link to the special nebula: https://blendermarket.com/products/nebula-generator
I hope it's even allowed to link to something like this, since it's a product in that sense…it's not meant to be an advertisement and I'm not affiliated with Blendermarket in any way!)
LG Etnaws1
The glTF exporter supports materials, but only systems with a Principled-BSDF Shader and simple textures.
The Nebula generator uses procedurally generated volumes (principled volume shakers and mathematical nodes). These are not supported by the glTF format. So the mesh is exported, but no fog can be seen in it. The same applies to probably all other export formats as well.
It’s not easy to handle either. Building the whole Geometry node and bakes colors in a texture, what can be indicated, but if necessary, not all operations that are needed for the fog are supported, and the result is lossy. Here’s a quick sketch: