First of all, I have to say that I'm pretty new to Houdini.
I'm in the process of building a Houdini pipeline for WebGL models. Unfortunately, I haven't been able to get a setup in which the Houdini viewport has an almost identical display as in WebGL. We use the well-known threejs as the rendering library.
As a reference, I use the example from threejs:
https://threejs.org/examples/?q=gltf#webgl_loader_gltf [threejs.org]
The model is a GLTF sample with PBR textures:
https://github.com/KhronosGroup/glTF-Sample-Models/tree/main/2.0/DamagedHelmet/glTF [github.com]
My goal is to have a shader/representation in Houdini that is as close as possible to this reference.
what I have already tested:
Envlight with hdri and Labs PBR shader - diffuse, metallic, roughness, ao and normal maps assigned, result:
* Roughness is presented differently
* Normal map doesn't look correct
* Emission not visible
* Colors vary greatly
After further investigation I discovered:
* metallic texture is calculated (multiplied) with metallic value, so metallic value = 1
* roughness texture is also calculated with roughness value, but I don't quite understand what principle. Example: helmet with roughness texture and value 1 and value 0:
There are also problems with the normal map, it creates a strong seam in the middle. A soft normal node fixed this but I'm not sure if that's the right way.
I also tried a setup with principledshader facing similiar problems.
Is there a way to display (real-time) PBR materials correctly in the Houdini viewport? Am I doing something completely wrong here?
Thank you for your help

