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[{"Owner":"Will Welker","Date":"2017-09-27T15:50:44Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t_lt_p_gt_\n\tWhat is the proper method for displaying images as textures without regard for lighting?  I am using a picture as the texture for a mesh and I want it to display at its full brightness.  I have seen the _lt_a href_eq__qt_https_dd_//www.babylonjs-playground.com/#6MZV8R%2336_qt_ rel_eq__qt_external nofollow_qt__gt_Playground examples_lt_/a_gt_ for setting skybox cube textures to have this effect but that seems overly complex if all I want to do is disable lighting/shadow effects.  I am using the glTF exporter from Blender and importing the glTF into my Babylon scene so some data is encoded into the glTF file already (it is basically a JSON file).  It would be nice to be able to set the parameter in the glTF file.  Or if it would make more sense to switch over to the Babylon exporter_co_ I could do that.  I am just trying to learn glTF.\n_lt_/p_gt_\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Deltakosh","Date":"2017-09-27T15:55:05Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_\n\tHello and welcome!\n_lt_/p_gt_\n\n_lt_p_gt_\n\tyou can take advantage of the disableLighting property (while making sure to use emissive channel)_dd_\n_lt_/p_gt_\n\n_lt_p_gt_\n\t_lt_a href_eq__qt_https_dd_//www.babylonjs-playground.com/#G1G44A_qt_ rel_eq__qt_external nofollow_qt__gt_https_dd_//www.babylonjs-playground.com/#G1G44A_lt_/a_gt_\n_lt_/p_gt_\n\n_lt_p_gt_\n\t \n_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Will Welker","Date":"2017-09-27T17:07:41Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_\n\tThanks Deltakosh_co_ that is definitely the effect I am looking for.\n_lt_/p_gt_\n\n_lt_p_gt_\n\tIt looks like my final answer lies in the _lt_a href_eq__qt_https_dd_//github.com/KhronosGroup/glTF-Blender-Exporter/blob/master/docs/user.md_qt_ rel_eq__qt_external nofollow_qt__gt_Kronos documentation_lt_/a_gt_ for their Blender glTF exporter.   There appears to be a way to use Cycles nodes that will transfer into the glTF file.  I will post my results when get it working.\n_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Will Welker","Date":"2017-09-28T09:25:06Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_\n\tSo after reading the _lt_a href_eq__qt_https_dd_//github.com/KhronosGroup/glTF-Blender-Exporter/blob/master/docs/user.md_qt_ rel_eq__qt_external nofollow_qt__gt_instructions_lt_/a_gt_ (who knew right?) I was able to get an emissive texture working.  Basically_co_ when you download the _lt_a href_eq__qt_https_dd_//github.com/KhronosGroup/glTF-Blender-Exporter_qt_ rel_eq__qt_external nofollow_qt__gt_glTF exporter for Blender_lt_/a_gt__co_ it comes with some .blend files.  You can link (or append) some of the node groups in these files.  The glTF Metalic Roughness node in the attached image is one of these groups.  I used this for an environmental texture mapped to a sphere.  The viewport render in Blender was very accurate for what I ended up with in the browser.  A number of options appear in the side bar after you have selected File &gt_sm_ Export &gt_sm_ glTF 2.0.  One of these options is to embed images.  This embeds your image texture into the glTF file.  I thought that was interesting (not necessary though).  There are some restrictions for what you can do with these Cycles nodes but there are many options to work with.\n_lt_/p_gt_\n\n_lt_p_gt_\n\tA few other notes in case somebody finds it helpful_dd_\n_lt_/p_gt_\n\n_lt_ul_gt__lt_li_gt_\n\t\tI had to run this from a local development server.  The HTML file would not load assets otherwise.\n\t_lt_/li_gt_\n\t_lt_li_gt_\n\t\tI set the normals to face inward inside Blender (Edit Mode_co_ Normals). \n\t_lt_/li_gt_\n\t_lt_li_gt_\n\t\tIn the pictured node group_co_ I set the Emission Factor all the way up (from black to white).\n\t_lt_/li_gt_\n_lt_/ul_gt__lt_p_gt_\n\t_lt_a class_eq__qt_ipsAttachLink ipsAttachLink_image_qt_ href_eq__qt_http_dd_//www.html5gamedevs.com/uploads/monthly_2017_09/glTF_emissive.jpg.3f66cd18b728b7e72c21533d3a57acd9.jpg_qt_ data-fileid_eq__qt_15036_qt_ rel_eq__qt__qt__gt__lt_img alt_eq__qt_glTF_emissive.jpg_qt_ class_eq__qt_ipsImage ipsImage_thumbnailed_qt_ data-fileid_eq__qt_15036_qt_ src_eq__qt_http_dd_//www.html5gamedevs.com/uploads/monthly_2017_09/glTF_emissive.thumb.jpg.d9205d23c300511ebe308f6695820828.jpg_qt_ /_gt__lt_/a_gt_\n_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Deltakosh","Date":"2017-09-28T15:13:41Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t_lt_p_gt_\n\tThanks for getting back to us!\n_lt_/p_gt_\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"}]