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Arnold 5.3 includes a new MaterialX API that's implemented in the other DCC plugins.
From 5.3.0.0 release notes:
> - **MaterialX API**: A new function `AiMaterialxWrite()` bakes the shader and other…
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### Description of Issue
When selecting reload all layers on a scene referencing a materialx file, the layer won't load correctly
### Steps to Reproduce
1. Load a file referencing a .mtlx file in…
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## Query
I just accidently came across this. But if you have multiple `` blocks what is supposed to occur ?
Currently it will just read the first block and discards subsequent blocks without any…
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The ASWF Color Interop Forum has developed a recommendation for color spaces that should be supported for texture assets and CG rendering. The draft of the [document is here](https://docs.google.com/d…
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Add core support for Vulkan in MaterialX.
Proposal Issue is here: https://github.com/materialx/MaterialX/issues/827
Main components:
1. New Vulkan code generator
2. New sample Vulkan Rasterizeri…
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Currently, many applications that use MaterialX repeatedly write out type strings:
```cpp
const bool colorInput = (type == "color3" || type == "color4");
```
One problem with this is that the co…
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## Issue
If you create a `cloverleave` node and try and center it it will not be placed where expected. If you use the same placement inputs for `circle` or `hexagon` it does.
I'm unsure if the…
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Currently, checking against the MaterialX version in C++ code can be code-heavy:
```c++
#if (MATERIALX_MAJOR_VERSION > 1) || \
(MATERIALX_MAJOR_VERSION == 1 && MATERIALX_MINOR_VERSION > 38) || …
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### Description
I'm trying to use the Nodes system, including the MaterialX nodes, from a vite project.
Local development (unbundled) works fine, but bundling leads to errors. I was able to isol…
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When adding a MaterialX to an object/surface it renders fine with ProRender however with RenderMan it renders the default white surface.