-
it seem to assume that the matrix constructor is expecting to receive components of basis vectors as:
`X.x`, `Y.x`, `Z.x`, `W.x`, `X.y`, `Y.y`, `Z.y`, `W.y`, `X.z`, `Y.z`, `Z.z`, `W.z`, `X.w`, `Y.w`,…
-
MaterialX is an open standard for representing rich material and look-development content in computer graphics, enabling its platform-independent description and exchange across applications and rende…
-
-
It would be super handy to be able to load in USD Meshes in to MaterialXGraphEditor and MaterialXViewer.
I am imagining this to be an optional build time dependency, as we don't want to require all…
-
Some of the MaterialX shader codegen uses unordered data structures, and this reflects in the output shader. This causes problems for tests which are comparing against a static baseline. For example, …
-
### Description
MaterialX finally brings back non-photorealistic rendering with a new `nprlib`; right now it contains a single node, `viewdirection` with the same possible spaces as position/normal/t…
-
**Describe the bug**
The current way that materialX documents are referenced into USD could be improved.
1. All shaders are renamed to the generic "ND_standard_surface_surfaceshader" instead of reta…
-
## Target
- To improve glTF USD interop.
## Requirements
The glTF PBR implementation is out of date and requires updating to support:
- Anisotropy
- Dispersion
- Diffuse Transmission (f…
-
The [MaterialX Viewer](https://github.com/AcademySoftwareFoundation/MaterialX/blob/main/documents/DeveloperGuide/Viewer.md) might benefit from a simple implementation of [temporal antialiasing](https:…
-
## Introduction
This document summarizes a couple of recent conversations surrounding how shading the front and surface of an object might be improved in MaterialX. It’s broken down into a number of …