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White paper describing the Autodesk Standard Surface shader.

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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.

It would be great to have a set of reference images for each layer and each common combination of layers for which renderers who add an implementation of this shader...

Currently opacity is defined as a `float` in `ND_surface`. There are many use cases (stained glass) where it would be good to have opacity defined as a `color3`. There's even...

At the Physically Based Shading course at Siggraph this year Naty Hoffman presented issues with established Fresnel models. Both how it's incorrect to use the physical Fresnel equations directly in...

Either fix the OSL code or change **aiStandard** to match. Alternatively: clearly state that one or the other is not meant to be an implementation of this standard. See also...

Hello, We have noticed an unexpected behavior about the thin film when using it with a specular and transmission. It seems that when the thin film is enabled the transmission...

Hello there, I've been doing some look development tests and I wonder if sheen shouldn't be placed all the way on top, over coat. The reason for this is that...

Thanks for the reference OSL shader. It is quite nice except for one peculiarity. It makes use of two closures "sheen" and "metal" that are non-standard OSL closures. We should...