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I think we should make sure that for OIIO 3.0 (i.e. this fall's release), we should fully align to the core color space nomenclature that OpenColorIO, MaterialX, and OpenUSD are gravitating toward, wh…
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The [MaterialX Viewer](https://github.com/AcademySoftwareFoundation/MaterialX/blob/main/documents/DeveloperGuide/Viewer.md) might benefit from a simple implementation of [temporal antialiasing](https:…
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Shading languages use different matrix conventions: OSL is row major, GLSL is column major
This determines multiplication order: `M1 * M2` in OSL is `M2 * M1` in GLSL
MaterialX back-end implementati…
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This is an outline of work that would constitute adding in "web" support for MaterialX.
Any work done will have it's work status listed.
Main work has been performed in the Autodesk fork and is n…
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Now that the [MaterialX Web Viewer](https://academysoftwarefoundation.github.io/MaterialX/) is available for quick validation of MaterialX content in the browser, an especially valuable next step woul…
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https://github.com/AcademySoftwareFoundation/MaterialX/blob/main/resources/Materials/Examples/GltfPbr/gltf_pbr_boombox.mtlx
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### Description of Issue
UDIM support when using MaterialX nodes appears to be broken.
UsdPreview shaders work as expected
`usdview udims_ps.usdz`
MaterialX shaders do not correctly resolve …
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### Description
_mkdocs.yml_ contains 3 lines that are commented and that were originally here in the repo before being migrated to GitHub:
```yml
# - pymdownx.emoji:
# emoji_index: !!pyt…
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**Describe the project you are working on:**
Not for my project.
**Describe the problem or limitation you are having in your project:**
@StraToN asked if there were plans to support Material …
fire updated
12 months ago
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Throwing out for discussion the idea of having two specular roughness sliders mixed by a lerp (typically using a mask texture for the mix), similar to Megascans materials in Unreal.
This can of co…