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Ed Mackey (emackey)
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User Since
Oct 18 2005, 12:13 AM (709 w, 1 d)

Recent Activity

Mon, May 13

Ed Mackey (emackey) awarded rB8f71a84496a9: Cycles/Eevee: add Emission and Alpha inputs to Principled BSDF a Like token.
Mon, May 13, 9:30 PM

Mar 18 2019

Ed Mackey (emackey) added a comment to T62426: gltf export .bin filename doesn't match .gltf filename after a Blender SaveAs.

Upstream issue: https://github.com/KhronosGroup/glTF-Blender-IO/issues/358

Mar 18 2019, 3:52 PM · Import/Export, Addons

Mar 4 2019

Ed Mackey (emackey) added a comment to rBM4580: some fixes.

@Tobias Heinke (TobiasH) In the import/export section, the lowercase "if" was intentional, to match the formatting of the rest of the section. The way this section is structured is a little odd, as each heading is considered part of the sentence that follows it. Probably this whole thing needs a rewrite at some point, but putting a capital letter there doesn't seem to be the correct solution.

Mar 4 2019, 7:44 PM

Mar 1 2019

Ed Mackey (emackey) added a comment to D4422: Add glTF to import/export page.

@Julien DUROURE (julien) Can we add this? Thanks!

Mar 1 2019, 5:35 PM · Documentation

Feb 28 2019

Ed Mackey (emackey) created D4422: Add glTF to import/export page.
Feb 28 2019, 1:14 AM · Documentation

Feb 27 2019

Ed Mackey (emackey) added a comment to rBM4575: glTF doc update.

Thanks!

Feb 27 2019, 8:45 PM
Ed Mackey (emackey) added a comment to rBM4575: glTF doc update.

@Julien DUROURE (julien) There should be some new images that go along with this change, can you check?

Feb 27 2019, 6:34 PM

Jan 4 2019

Ed Mackey (emackey) added a comment to T60147: GLTF export produces wrong scaling results in 2.8.

Issue copied upstream: https://github.com/KhronosGroup/glTF-Blender-IO/issues/205

Jan 4 2019, 5:13 PM · Addons

Dec 13 2018

Ed Mackey (emackey) added a comment to T58830: Export GLTF/GLB - 2-nd time in 1 session won't work.

@Ivaylo Gogov (ivaydesign) glTF version 2.0 does not ship with raw shaders, as they are not very portable between different platforms (WebGL, OpenGL, Vulkan, Direct3D, Metal...). Often a shader is very deeply paired with the inner workings of the particular rendering engine it's used by, and can't meaningfully move between engines even on the same platform. glTF 1.0 had WebGL shaders and was tied specifically to the WebGL platform for this reason, but in glTF 2.0 the shaders have gone away, replaced by PBR (Physically Based Rendering) and a set of well-defined texture maps that enable a wide range of physically plausible materials. Thus, glTF 2.0 enjoys platform-independence and engine-independence.

Dec 13 2018, 8:43 PM · Import/Export, Addons

Dec 6 2018

Ed Mackey (emackey) added a comment to T58830: Export GLTF/GLB - 2-nd time in 1 session won't work.

@Ivaylo Gogov (ivaydesign) In the past few days there have been major improvements to the export settings, but unfortunately a serious bug has crept in with the "Save Settings" feature. I believe this will be fixed in the next few days.

Dec 6 2018, 5:25 PM · Import/Export, Addons

Nov 24 2018

Ed Mackey (emackey) added a comment to D3929: GLTF 2.0 addon.

Hi all, may I ask a process question here? I'm curious what's the best strategy to keep development efforts synchronized between here and the Khronos GitHub repository. I believe the plan is for issues and patches to continue to be managed on GitHub, unless we create administrative problems in so doing.

Nov 24 2018, 4:36 PM