Hello there Sketchfab staff,
I really love the new PBR viewer that you implemented and I'd love to use it in even more ways
There's something I've always missed, and that's an option for fresnel.
Fresnel is excellent to mimic some more complex materials or effects like srylized glass, an X-Ray effect of some sort get some exotic reflections. So I wondered if that could be realised in any way. It could work like a masking option for the different channels
(e.g. turn emission up, turn emission's fresnel up -> it will only glow at the rim of the model.)
Maybe even give it some slider control to make it possible to adjust the hardness of the fresnel and the possibility to invert it to make something glow from the inside for example. It would offer great uses for masking transparency and reflections as well.
The second suggestion conerns the texture editor (which I love, too btw xD):
When I'm working with the traditional texture-based workflows I generate normal maps, roughness maps, albedo maps, maybe emission maps (a lot of maps).
It's always a bit of a pain to manually plug them into the individual slots. So I wondered if sketchfab could automate that process a bit
Most of these maps do have a pretty unique prefix and a pretty unique subfix. They generally look like this:
Wonder if it's possible for sketchfab to check the names of the textures to find normal maps and plug them into corresponding texture slots. The material names could for example match the texture map prefix, like:
material name: "head.mtl"
corresponding textures: "head_albedo", "head_specular" "head_normal"
Soooo, please think about that.
Hope it's possible to look into these suggestions. I'm sure it'd speed up the workflow a bit and fresnel might enhance the capabilities for creative material engineering quite a bit