Jonathan Stone
Jonathan Stone
Yes, physical distances are expressed in MaterialX using the unit system, with the GLSL/OSL/MDL shader generators automatically translating between units for renderers. This allows the creators of a material library...
@rsahlin This is somewhat tangential to Ben's original post, but I wanted to provide my thoughts on one point above: > That MaterialX has support for it comes to no...
> I might be drifting a bit off topic here, but the material parameters glTF aims to support in the near-to-medium-term are substantively very similar to Autodesk Standard Surface, with...
@rsahlin Let me know if there are more rigorous implementations of the glTF BRDF elsewhere, and I'll post the code I've been looking at. In the glTF Sample Viewer, for...
@proog128 @niklasharrysson Indeed, this looks like a great improvement, and I'll just highlight one of the issues caught by the test suite. This looks to be an ESSL restriction that...
Thanks for putting this proposal together, @proog128, and I've started testing this proposal with existing material examples. One issue that I'm encountering is that Standard Surface materials seem to lose...
This looks really promising, thanks @proog128, and I'm now seeing a good visual match with the main branch. One remaining concern that I have, though, is that the performance for...
Thanks for this proposal, @Tellusim, and two fixes listed in the title (color value and BOM header) look like clear improvements. I'm less sure about the move of mx_latlong_projection and...
Ah, that makes sense, and I wasn't aware of that restriction. In that case, the best approach might be to move these functions to a new `environment.glsl` file in the...
@kwokcb Let's leave aside questions about improving upon the UsdPreviewSurface shading model, since that's a separate specification maintained by the USD team at Pixar, and focus on the changes proposed...