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MaterialX is an open standard for the exchange of rich material and look-development content across applications and renderers.

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Hello, I'm not sure if I'm doing something wrong, but I think there's a small "bug" in the way the stdlib is defined. In `stdlib_defs.mtlx`, the input values of some...

As pointed out by @code-monkey in this issue (https://github.com/Autodesk/standard-surface/issues/20), the `surface` node in MaterialX pbrlib only supports monochromatic opacity with a float input. In order to support colored opacity we...

We use the color component average to convert directional albedo to a monochromatic value in `generalized_schlick_bsdf`. Conversion is done to avoid getting complementary colors on the base layer. But the...

This PR improves several aspects of the thin film BSDF: * Adds support for wavelength-dependent complex refraction indices (relevant for metallic base layer) * Adds (limited) support for thin film...

I've compared parts of MaterialX's UsdPreviewSurface BSDF implementation against Pixar's current shading logic and believe to have found some discrepancies: Commit be438a4 addresses the calculation of F0 and F90 values...

Update #1060 ## Changes * Add docs from Pixar USD spec page. Includes additional notation about `normal` input on `UsdPreviewSurface`. * Add in normalmap version for `UsdUvTexture` along with new...

Color channel values should be separated by commas (standard_surface_copper.mtlx). Unnecessary BOM file header (lib/mx_microfacet_diffuse.glsl).

At the moment, the only source of the "complete" set of python tests seems to be in `.github/workflows/main.yml`, under the `Python Tests` step. It would be nice if this were...

# Extending `mix` node to allow per channel mixing The mix node's mix input should allow for all data formats as input and do a per element linear interpolation, not...

* Update for more recent OIIO build. ( [2.3.17 - July 2022 ](https://github.com/OpenImageIO/oiio/releases/tag/v2.3.17.0)) available as download via vcpkg) * Need to include OpenImageUI_Util library as part of build so change...