Converting glTF PBR materials from spec/gloss to metal/rough
Read OriginalThis technical article explains the background of glTF 2.0's PBR shading models, the deprecation of the spec/gloss workflow, and the shift towards metal/rough. It details the implications for three.js users after support for the KHR_materials_pbrSpecularGlossiness extension is dropped and provides guidance on how to perform a lossless conversion between the two material workflows using modern glTF extensions.
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