Phong material conversion: using reflection prop as metallic
alexkuz opened this issue · comments
I'm currently working on models with dielectric materials (skin in particular) and trying to get around these materials becoming metallic after conversion.
I've noticed that metallic factor is hardcoded in FBX2glTF for phong material, but Blender for example uses reflectionFactor
prop instead:
Would it make sense to do the same here?