Niklas Harrysson

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Issue #1932 is also linked to this.

@jstone-lucasfilm @boberfly The `medium_vdf` closure is actually not defined in the MaterialX specification yet. It was introduced in OSL as part of the work we did to formalize the MaterialX...

I would also expect a mix of any two surfaceshaders to work, including unlit ones. For example just to mask out difference parts of a surface horizontally. So I agree,...

The intent of the UNLIT classification is to optimize the shader and avoid adding a light loop and all other code for lighting, when this is not needed. So it...

I can't reproduce the second issue you got where compilation fails because of a missing DIRECTIONAL_ALBEDO_METHOD. If I change the code to your proposed change, the test case you have...

> I think what's happening here, is that with the patch all the materials are being tagged as UNLIT, and so the standard surface material it is not getting the...

This is a great proposal! A clean separation and abstraction here is something we've been considering since the early days of the codegen system, but never got around to fully...

Sounds good to keep it as minimal as possible. I'll just note that changing the interface and removing dependencies on MaterialXCore classes may require significant internal refactoring, since those classes...

Yes, as you note, `Value` is used throughout MaterialXGenShader. And then there's the question of `NodeDef` / `Implementation`. In order to create the `ShaderGraph` with `ShaderNodes`, you need the node...

Ah cool. I haven't wrapped my head around the interfaces yet, but I’m sure it’ll be clear later.