Jonathan Stone
Jonathan Stone
Add support for the generation of Sphinx documentation for MaterialX Python, using the approach described here: https://pybind11.readthedocs.io/en/stable/advanced/misc.html#generating-documentation-using-sphinx
Add the MaterialX Python library to the PyPi registry, making it available from the command line via "pip install" on Windows, Linux, and MacOS. Some starting references may be found...
New developers and artists are often interested in viewing custom MaterialX nodes such as OpenPBR Surface in the MaterialX Viewer, but we don't currently provide instructions for this. This task...
This is a proposal to update the `UsdUVTexture` node to single-output signatures in MaterialX 1.39, allowing these nodes to robustly distinguish between `color3`, `color4`, `vector3`, and `vector4` outputs. Version upgrade...
This issue proposes the addition of a Zeltner/Burley sheen node to MaterialX, modeled after the the 2022 paper [Practical Multiple-Scattering Sheen Using Linearly Transformed Cosines](https://tizianzeltner.com/projects/Zeltner2022Practical/) by Zeltner, Burley, and Chiang....
This issue proposes the addition of a `color82` input to the [`generalized_schlick_bsdf`](https://github.com/AcademySoftwareFoundation/MaterialX/blob/main/documents/Specification/MaterialX.PBRSpec.md#bsdf-nodes) node in MaterialX, allowing the expression of [F82-tint Fresnel effects](https://academysoftwarefoundation.github.io/OpenPBR/#model/metal) in shading models such as OpenPBR. A proposed...
Following up on #1776, this is a proposal to apply the rules of `convert` nodes to a common edge for the `image` node, where the referenced image and node have...
Now that the [MaterialX Web Viewer](https://academysoftwarefoundation.github.io/MaterialX/) is available for quick validation of MaterialX content in the browser, an especially valuable next step would be the contribution of a _WebGL Path...
The [MaterialX Viewer](https://github.com/AcademySoftwareFoundation/MaterialX/blob/main/documents/DeveloperGuide/Viewer.md) might benefit from a simple implementation of [temporal antialiasing](https://en.wikipedia.org/wiki/Temporal_anti-aliasing), where the camera transform is jittered each frame, and successive frames are blended together. In the context of...
I'm not yet sure of the cause of this visual discontinuity, whether it's in the MaterialX graph for OpenPBR or perhaps in the real-time approximation of the MaterialX Physically Based...