Niklas Harrysson

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That's great to hear! To my mind it would make sense then to keep a single `surfacematerial` node. I will rewrite the section in the specification that deals with this...

When we designed the Physically Based Shading nodes our thinking was for the opacity on `surface` to only be used for cutout opacity or "presence", to mask out surface details...

Thanks Mark for the additional details. Colored shadows are rendered by the transmission lobe as well though. And in my experience it's easier to control compared to colored opacity. Here's...

Thanks for the report @proog128. You have bumped into a couple of different limitations here. First, and most importantly for your use case, the `generalized_schlick_bsdf` is not compatible with the...

So a possible way forward would be to do the F0 to IOR conversion and apply the thin-film over dielectric, as mentioned above. It would give some sort of thin...

That's great news @proog128. We would gladly accept a PR with this improvement to generalized_schlick_bsdf in GLSL. And then we can push for making the same improvements on MDL and...

Thanks for this great proposal @ld-kerley The proposed solution is elegant in the sense that it's language agnostic. By restructuring the ShaderNodes at ShaderGraph construction time it requires minimal changes...

Fully agree on disallowing connections to individual struct members, and the extract/combine paradigm can be used selectively, to keep it clean and simple. Yes I think it would be valuable...

@meshula Yes, that was my impression as well that the TSC approved a move to C++17. And later discussions on Slack has confirmed this. Your suggestion sounds good, I will...

@ld-kerley Great to see this work! I like this direction a lot, where structs can remain unfolded in generated code. Some feedback on your questions: * About value tokenization: I...