Understand supported material shading models
mainSince glTF 2.0 uses physically-based materials (PBR) and OBJ/MTL traditionally uses Blinn-Phong, obj2gltf supports three shading models:
- Metallic roughness PBR: The default conversion if no flags are provided. Traditional Blinn-Phong materials are mapped to this model.
- Specular glossiness PBR: Uses the
KHR_materials_pbrSpecularGlossinessextension. - Unlit materials: Uses the
KHR_materials_unlitextension. This should be used if lighting information is already baked into the model.
If you know the material type in advance, specify it using the metallicRoughness, specularGlossiness, or unlit flags to ensure correct mapping.