JGamache-autodesk
JGamache-autodesk
I like this. Can I dream about a hint named "isotropic" that would select between isotropic and anisotropic versions of dielectric/conductor/schlick nodes when roughness.x is detected to be equal to...
Really good point! I am not currently integrating the isTransparent result into the shader hash used in the MayaUSD topologically-equivalent shader cache, which means a scene with a mix of...
For reference: MaterialX metadata transfer to Sdr has been submitted as https://github.com/PixarAnimationStudios/USD/pull/1895 following discussions in https://github.com/PixarAnimationStudios/USD/issues/1874.
My personal pet peeve is the code in [_Context::AddShaderOutput](https://github.com/PixarAnimationStudios/OpenUSD/blob/release/pxr/usd/usdMtlx/reader.cpp#L2006) that disregards the output name specified in the MaterialX NodeDef and uses instead USD terminology for the output port name. This...
It is going to be interesting to build a UI to manipulate that value.
Please note that USD 23.11 added support via https://github.com/PixarAnimationStudios/OpenUSD/commit/a8ec74c274da6d63ae964205c08e968f1642c5eb to have color space information transmitted via Hydra.
This is indeed complex because we need to map a named stream (USD) to an indexed stream (OpenGL) via Hydra semantics. For `UsdPrimvarReader` support I remember there were issues where...
Primary goal was to only reconstruct the MaterialX document if we are really going all the way to compiling the OpenGL shader. This means we prioritize gathering the Storm requirements...
If you want to integrate UsdPreviewSurface shaded elements in a scene containing Lambert, Blinn, and Phong Maya shaders then you should definitely remove that scaling factor so the surface gets...
We currently import/export materials that could be rendered in USD standalone with the right Hydra plugin. In the case of a dx11Shader material I can not see how this could...