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fix H2 bookmarks
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articles/remote-rendering/how-tos/conversion/configure-model-conversion.md

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* `unlitMaterials`: By default, the conversion creates [physically based rendering (PBR) materials](../../overview/features/pbr-materials.md). When this option is set, the converter instead treats all materials as [color materials](../../overview/features/color-materials.md). If you have data that already incorporates lighting, such as models created through photogrammetry, this option allows you to quickly enforce the correct conversion for all materials. You won't need to [override each material](override-materials.md) individually.
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### Conversion from earlier FBX formats and a Phong material model
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### Conversion from earlier FBX formats and Phong material models
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* `fbxAssumeMetallic`: Earlier versions of the FBX format define their materials by using a Phong material model. The conversion process must infer how these materials map to the renderer's [PBR model](../../overview/features/pbr-materials.md). Usually this mapping works well, but an ambiguity can arise when a material has no textures, high specular values, and a non-grey albedo color. In this scenario, the conversion must choose between prioritizing the high specular values, defining a highly reflective and metallic material where the albedo color dissolves away, or prioritizing the albedo color by defining something, like in a shiny colorful plastic. By default, the conversion process assumes that highly specular values imply a metallic material in ambiguous scenarios. You can set this parameter to `false` for the opposite effect.
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articles/remote-rendering/reference/limits.md

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* **Animation:** Animations are limited to animating individual transforms of [game objects](../concepts/entities.md). Skeletal animations with skinning or vertex animations aren't supported. Animation tracks from the source asset file aren't preserved. Instead, object transform animations have to be driven by client code.
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* **Custom shaders:** Authoring of custom shaders isn't supported. Only built-in [Color materials](../overview/features/color-materials.md) or [PBR materials](../overview/features/pbr-materials.md) can be used.
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* **Maximum number of distinct materials** in a singular triangular mesh asset: 65,535. For more information about automatic material count reduction, see the [material de-duplication](../how-tos/conversion/configure-model-conversion.md#material-de-duplication) chapter.
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* **Maximum number of distinct materials** in a singular triangular mesh asset: 65,535. For more information about automatic material count reduction, see the [material de-duplication](../how-tos/conversion/configure-model-conversion.md#material-deduplication) chapter.
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* **Maximum number of distinct textures**: There's no hard limit on the number of distinct textures. The only constraint is overall GPU memory and the number of distinct materials.
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* **Maximum dimension of a single texture**: 16,384 x 16,384. Larger textures can't be used by the renderer. The conversion process can sometimes reduce larger textures in size, but in general it will fail to process textures larger than this limit.
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* **Maximum number of points in a single point cloud asset**: 2.5 billion.

articles/remote-rendering/reference/material-mapping.md

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### Known issues
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* The current formula doesn't work well for simple colored geometry. If `Specular` is bright enough, then all geometries become reflective metallic surfaces without any color. The workaround in this case is to lower `Specular` to 30% from the original or to use the conversion setting [fbxAssumeMetallic](../how-tos/conversion/configure-model-conversion.md#converting-from-older-fbx-formats-with-a-phong-material-model).
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* The current formula doesn't work well for simple colored geometry. If `Specular` is bright enough, then all geometries become reflective metallic surfaces without any color. The workaround in this case is to lower `Specular` to 30% from the original or to use the conversion setting [fbxAssumeMetallic](../how-tos/conversion/configure-model-conversion.md#conversion-from-earlier-fbx-formats-and-phong-material-models).
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* PBR materials were recently added to `Maya` and `3DS Max` content creation tools. They use custom user-defined black-box properties to pass it to FBX. Azure Remote Rendering doesn't read those properties because they aren't documented and the format is closed-source.
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