Pablo Delgado
Pablo Delgado
I'm having trouble using the UsdPreviewSurface node together with the UsdUVTexture node to achieve normal mapping with the MDL backend. UsdPreviewSurface exposes the _normal_ input (of type `vector3`) https://github.com/AcademySoftwareFoundation/MaterialX/blob/a255e89372e768b806c63104336dd5e67edf24fc/libraries/bxdf/usd_preview_surface.mtlx#L20-L22 which...
The normalmap node always calculates the bitangent and ignores existing bitangent data: https://github.com/AcademySoftwareFoundation/MaterialX/blob/46de5f9153aec01243fce24590b15fd71da89f8e/libraries/stdlib/genglsl/mx_normalmap.glsl#L9-L11 While doing so, it makes a hard assumption on the handedness of the tangent space, which isn't...
When loading the following document: ```xml ``` MaterialXView displays an error: "Geometry buffer could not be retrieved for binding: i_geomprop_missing. Index 0". I don't think this is correct behaviour. The...
The spec says: > **range:** remap incoming values from one range of float/color/vector values to another, optionally applying a gamma correction "in the middle". Input values below `inlow` or above...
The spec says: > **normalmap:** transform a normal vector from object or tangent space into "world" space. > * `in` (vector3): the input vector; default is (0.5, 0.5, 1.0). I...
glslang currently does not support fixed-width types (`float16_t`, `int16_t`, `uint16_t`, `float32_t`, `int32_t`, `uint32_t`). `int64_t` and `uint64_t` are also not supported, as reported in #1346. The issue can be reproduced with...
The MaterialX implementation defines inputs that claim to take the "geometric" normal and the "geometric" tangent - I believe that this is incorrect, and that the shading normal is meant.
Hi! The spec describes a default value of 0.8 for the weight of the sheen BRDF: https://autodesk.github.io/standard-surface/#closures/sheen However, in the implementations, the value is actually set to 0.0: https://github.com/Autodesk/standard-surface/blob/b34e081e0fdced603eaa87b1c2841f99986fde2e/reference/standard_surface.mtlx#L51 https://github.com/Autodesk/standard-surface/blob/b34e081e0fdced603eaa87b1c2841f99986fde2e/reference/standard_surface.osl#L177...
This PR syncs back the changes from the MaterialX repository.
Tested with latest master (1.0.77) and Blender 3.0.1. To reproduce: 1. open Blender, select 'USD Hydra' render engine 2. create a cube, assign a new material, convert it to MaterialX...