This is a proposal to create an initial Shader Translation Graph from standard_surface to open_pbr_surface, allowing assets created in the first shading model to be well approximated in the second shading model, with any required visual compromises being publicly documented.
There's a small set of existing shader translation graphs in the MaterialX repository, which could make a good reference and starting point for this task:
Following up on this task, @mkuo-lucasfilm has expressed interest in taking a look during her Summer 2024 internship at Lucasfilm. Thanks @mkuo-lucasfilm!
This is a proposal to create an initial Shader Translation Graph from
standard_surface
toopen_pbr_surface
, allowing assets created in the first shading model to be well approximated in the second shading model, with any required visual compromises being publicly documented.There's a small set of existing shader translation graphs in the MaterialX repository, which could make a good reference and starting point for this task:
https://github.com/AcademySoftwareFoundation/MaterialX/tree/main/libraries/bxdf/translation
Additional resources: