Open JGamache-autodesk opened 5 months ago
Good point. I think this was the intent all along, but ended up being overlooked when came the time to write the implementation.
Actually, if we make all uiname
follow the Label
column from the parameter specification, we end up with the following patch:
--- resources/libraries/mx_open_pbr_surface.mtlx 2024-07-08 11:45:22 +0000
+++ C:/ws/OpenSource/OpenPBR/reference/open_pbr_surface.mtlx 2024-07-02 13:13:33 +0000
@@ -5,75 +5,75 @@
-->
<nodedef name="ND_open_pbr_surface_surfaceshader" node="open_pbr_surface" nodegroup="pbr" version="1.1" isdefaultversion="true"
doc="OpenPBR Surface Shading Model" uiname="OpenPBR Surface">
- <input name="base_weight" type="float" value="1.0" uimin="0.0" uimax="1.0" uiname="Weight" uifolder="Base"
+ <input name="base_weight" type="float" value="1.0" uimin="0.0" uimax="1.0" uiname="Base Weight" uifolder="Base"
doc="Multiplier on the intensity of the reflection from the diffuse and metallic base." />
- <input name="base_color" type="color3" value="0.8, 0.8, 0.8" uimin="0,0,0" uimax="1,1,1" uiname="Color" uifolder="Base"
+ <input name="base_color" type="color3" value="0.8, 0.8, 0.8" uimin="0,0,0" uimax="1,1,1" uiname="Base Color" uifolder="Base"
doc="Color of the reflection from the diffuse and metallic base." />
- <input name="base_diffuse_roughness" type="float" value="0.0" uimin="0.0" uimax="1.0" uiname="Diffuse Roughness" uifolder="Base" uiadvanced="true"
+ <input name="base_diffuse_roughness" type="float" value="0.0" uimin="0.0" uimax="1.0" uiname="Base Diffuse Roughness" uifolder="Base" uiadvanced="true"
doc="Roughness of the diffuse reflection. Higher values cause the surface to appear flatter." />
- <input name="base_metalness" type="float" value="0.0" uimin="0.0" uimax="1.0" uiname="Metalness" uifolder="Base"
+ <input name="base_metalness" type="float" value="0.0" uimin="0.0" uimax="1.0" uiname="Base Metalness" uifolder="Base"
doc="Specifies how metallic the base material appears (dials the base from pure dielectric to pure metal)." />
- <input name="specular_weight" type="float" value="1.0" uimin="0.0" uisoftmax="1.0" uiname="Weight" uifolder="Specular"
+ <input name="specular_weight" type="float" value="1.0" uimin="0.0" uisoftmax="1.0" uiname="Specular Weight" uifolder="Specular"
doc="Multiplies the specular reflectivity." />
- <input name="specular_color" type="color3" value="1, 1, 1" uimin="0,0,0" uimax="1,1,1" uiname="Color" uifolder="Specular"
+ <input name="specular_color" type="color3" value="1, 1, 1" uimin="0,0,0" uimax="1,1,1" uiname="Specular Color" uifolder="Specular"
doc="Color of the specular reflection (controls the physical edge-tint for metals, and a non-physical overall tint for dielectrics)." />
- <input name="specular_roughness" type="float" value="0.3" uimin="0.0" uimax="1.0" uiname="Roughness" uifolder="Specular"
+ <input name="specular_roughness" type="float" value="0.3" uimin="0.0" uimax="1.0" uiname="Specular Roughness" uifolder="Specular"
doc="The roughness of the specular reflection. Lower numbers produce sharper reflections, higher numbers produce blurrier reflections." />
- <input name="specular_ior" type="float" value="1.5" uimin="0.0" uisoftmin="1.0" uisoftmax="3.0" uiname="IOR" uifolder="Specular"
+ <input name="specular_ior" type="float" value="1.5" uimin="0.0" uisoftmin="1.0" uisoftmax="3.0" uiname="Specular Index of Refraction" uifolder="Specular"
doc="Index of refraction of the dielectric base." />
- <input name="specular_roughness_anisotropy" type="float" value="0.0" uimin="0.0" uimax="1.0" uiname="Anisotropy" uifolder="Specular" uiadvanced="true"
+ <input name="specular_roughness_anisotropy" type="float" value="0.0" uimin="0.0" uimax="1.0" uiname="Specular Anisotropy" uifolder="Specular" uiadvanced="true"
doc="The directional bias of the roughness of the metal/dielectric base, resulting in increasingly stretched highlights along the tangent direction." />
- <input name="transmission_weight" type="float" value="0.0" uimin="0.0" uimax="1.0" uiname="Weight" uifolder="Transmission" uiadvanced="true"
+ <input name="transmission_weight" type="float" value="0.0" uimin="0.0" uimax="1.0" uiname="Transmission Weight" uifolder="Transmission" uiadvanced="true"
doc="Mixture weight between the transparent and opaque dielectric base. The greater the value the more transparent the material." />
- <input name="transmission_color" type="color3" value="1, 1, 1" uimin="0,0,0" uimax="1,1,1" uiname="Color" uifolder="Transmission" uiadvanced="true"
+ <input name="transmission_color" type="color3" value="1, 1, 1" uimin="0,0,0" uimax="1,1,1" uiname="Transmission Color" uifolder="Transmission" uiadvanced="true"
doc="Controls color of the transparent base due to Beer's law volumetric absorption under the surface (reverts to a non-physical tint when transmission_depth is zero)." />
- <input name="transmission_depth" type="float" value="0.0" uimin="0.0" uisoftmax="1.0" uiname="Depth" uifolder="Transmission" uiadvanced="true"
+ <input name="transmission_depth" type="float" value="0.0" uimin="0.0" uisoftmax="1.0" uiname="Transmission Depth" uifolder="Transmission" uiadvanced="true"
doc="Specifies the distance light travels inside the transparent base before it becomes exactly the transmission_color according to Beer's law." />
- <input name="transmission_scatter" type="color3" value="0, 0, 0" uimin="0,0,0" uimax="1,1,1" uiname="Scatter" uifolder="Transmission" uiadvanced="true"
+ <input name="transmission_scatter" type="color3" value="0, 0, 0" uimin="0,0,0" uimax="1,1,1" uiname="Transmission Scatter" uifolder="Transmission" uiadvanced="true"
doc="Controls the color of light volumetrically scattered inside the transparent base. Suitable for materials with visually significant scattering such as honey, fruit juice, murky water, opalescent glass, or milky glass." />
- <input name="transmission_scatter_anisotropy" type="float" value="0.0" uimin="-1.0" uimax="1.0" uiname="Anisotropy" uifolder="Transmission" uiadvanced="true"
+ <input name="transmission_scatter_anisotropy" type="float" value="0.0" uimin="-1.0" uimax="1.0" uiname="Transmission Anisotropy" uifolder="Transmission" uiadvanced="true"
doc="The amount of directional bias, or anisotropy, of the volumetric scattering in the transparent base." />
- <input name="transmission_dispersion_scale" type="float" value="0.0" uimin="0.0" uimax="1.0" uiname="Dispersion Scale" uifolder="Transmission" uiadvanced="true"
+ <input name="transmission_dispersion_scale" type="float" value="0.0" uimin="0.0" uimax="1.0" uiname="Transmission Dispersion Scale" uifolder="Transmission" uiadvanced="true"
doc="Linearly scales the amount of dispersion." />
- <input name="transmission_dispersion_abbe_number" type="float" value="20.0" uimin="0.0" uisoftmin="9.0" uisoftmax="91.0" uiname="Abbe Number" uifolder="Transmission" uiadvanced="true"
+ <input name="transmission_dispersion_abbe_number" type="float" value="20.0" uimin="0.0" uisoftmin="9.0" uisoftmax="91.0" uiname="Transmission Dispersion Abbe Number" uifolder="Transmission" uiadvanced="true"
doc="Physical Abbe number of the dielectric medium, describing how much the dielectric index of refraction varies across wavelengths." />
- <input name="subsurface_weight" type="float" value="0" uimin="0.0" uimax="1.0" uiname="Weight" uifolder="Subsurface" uiadvanced="true"
+ <input name="subsurface_weight" type="float" value="0" uimin="0.0" uimax="1.0" uiname="Subsurface Weight" uifolder="Subsurface" uiadvanced="true"
doc="Mixture weight which dials the opaque dielectric base between diffuse reflection and subsurface scattering. A value of 1.0 indicates full subsurface scattering and a value 0 for diffuse reflection only." />
- <input name="subsurface_color" type="color3" value="0.8, 0.8, 0.8" uimin="0,0,0" uimax="1,1,1" uiname="Color" uifolder="Subsurface" uiadvanced="true"
+ <input name="subsurface_color" type="color3" value="0.8, 0.8, 0.8" uimin="0,0,0" uimax="1,1,1" uiname="Subsurface Color" uifolder="Subsurface" uiadvanced="true"
doc="The observed reflection color of the subsurface scattering medium." />
- <input name="subsurface_radius" type="float" value="1.0" uimin="0.0" uisoftmax="1.0" uiname="Radius" uifolder="Subsurface" uiadvanced="true"
+ <input name="subsurface_radius" type="float" value="1.0" uimin="0.0" uisoftmax="1.0" uiname="Subsurface Radius" uifolder="Subsurface" uiadvanced="true"
doc="Length scale of the subsurface scattering mean free path." />
- <input name="subsurface_radius_scale" type="color3" value="1.0, 0.5, 0.25" uimin="0,0,0" uimax="1,1,1" uiname="Radius Scale" uifolder="Subsurface" uiadvanced="true"
+ <input name="subsurface_radius_scale" type="color3" value="1.0, 0.5, 0.25" uimin="0,0,0" uimax="1,1,1" uiname="Subsurface Radius Scale" uifolder="Subsurface" uiadvanced="true"
doc="RGB multiplier to subsurface_radius, giving the per-channel scattering mean-free-paths." />
- <input name="subsurface_scatter_anisotropy" type="float" value="0.0" uimin="-1.0" uimax="1.0" uiname="Anisotropy" uifolder="Subsurface" uiadvanced="true"
+ <input name="subsurface_scatter_anisotropy" type="float" value="0.0" uimin="-1.0" uimax="1.0" uiname="Subsurface Anisotropy" uifolder="Subsurface" uiadvanced="true"
doc="Controls the phase-function of subsurface scattering, where zero scatters light evenly, positive values scatter forwards, and negative values scatter backwards." />
- <input name="fuzz_weight" type="float" value="0.0" uimin="0.0" uimax="1.0" uiname="Weight" uifolder="Fuzz" uiadvanced="true"
+ <input name="fuzz_weight" type="float" value="0.0" uimin="0.0" uimax="1.0" uiname="Fuzz Weight" uifolder="Fuzz" uiadvanced="true"
doc="The presence weight of a fuzz layer that can be used to approximate microfibers, for fabrics such as velvet and satin as well as dust grains." />
- <input name="fuzz_color" type="color3" value="1, 1, 1" uimin="0,0,0" uimax="1,1,1" uiname="Color" uifolder="Fuzz" uiadvanced="true"
+ <input name="fuzz_color" type="color3" value="1, 1, 1" uimin="0,0,0" uimax="1,1,1" uiname="Fuzz Color" uifolder="Fuzz" uiadvanced="true"
doc="The color of the fuzz layer." />
- <input name="fuzz_roughness" type="float" value="0.5" uimin="0.0" uimax="1.0" uiname="Roughness" uifolder="Fuzz" uiadvanced="true"
+ <input name="fuzz_roughness" type="float" value="0.5" uimin="0.0" uimax="1.0" uiname="Fuzz Roughness" uifolder="Fuzz" uiadvanced="true"
doc="The roughness of the fuzz layer." />
- <input name="coat_weight" type="float" value="0.0" uimin="0.0" uimax="1.0" uiname="Weight" uifolder="Coat"
+ <input name="coat_weight" type="float" value="0.0" uimin="0.0" uimax="1.0" uiname="Coat Weight" uifolder="Coat"
doc="The presence weight of a reflective clear-coat layer on top of the material. Use for materials such as car paint or an oily layer." />
- <input name="coat_color" type="color3" value="1, 1, 1" uimin="0,0,0" uimax="1,1,1" uiname="Color" uifolder="Coat"
+ <input name="coat_color" type="color3" value="1, 1, 1" uimin="0,0,0" uimax="1,1,1" uiname="Coat Color" uifolder="Coat"
doc="The color of the clear-coat layer's transparency, due to absorption in the coat." />
- <input name="coat_roughness" type="float" value="0.0" uimin="0.0" uimax="1.0" uiname="Roughness" uifolder="Coat"
+ <input name="coat_roughness" type="float" value="0.0" uimin="0.0" uimax="1.0" uiname="Coat Roughness" uifolder="Coat"
doc="The roughness of the clear-coat reflections. The lower the value, the sharper the reflection." />
- <input name="coat_roughness_anisotropy" type="float" value="0.0" uimin="0.0" uimax="1.0" uiname="Anisotropy" uifolder="Coat" uiadvanced="true"
+ <input name="coat_roughness_anisotropy" type="float" value="0.0" uimin="0.0" uimax="1.0" uiname="Coat Anisotropy" uifolder="Coat" uiadvanced="true"
doc="The directional bias of the roughness of the clear-coat layer, resulting in increasingly stretched highlights along the coat tangent direction." />
- <input name="coat_ior" type="float" value="1.6" uimin="0.0" uisoftmin="1.0" uisoftmax="3.0" uiname="IOR" uifolder="Coat"
+ <input name="coat_ior" type="float" value="1.6" uimin="0.0" uisoftmin="1.0" uisoftmax="3.0" uiname="Coat Index of Refraction" uifolder="Coat"
doc="The index of refraction of the clear-coat layer." />
- <input name="coat_darkening" type="float" value="1.0" uimin="0.0" uimax="1.0" uiname="Darkening" uifolder="Coat"
+ <input name="coat_darkening" type="float" value="1.0" uimin="0.0" uimax="1.0" uiname="Coat Darkening" uifolder="Coat"
doc="Modulates the physical coat darkening effect." />
- <input name="thin_film_weight" type="float" value="0" uimin="0.0" uimax="1.0" uiname="Weight" uifolder="Thin Film" uiadvanced="true"
+ <input name="thin_film_weight" type="float" value="0" uimin="0.0" uimax="1.0" uiname="Thin Film Weight" uifolder="Thin Film" uiadvanced="true"
doc="Coverage weight of the thin-film. Use for materials such as multi-tone car paint or soap bubbles." />
- <input name="thin_film_thickness" type="float" value="0.5" uimin="0.0" uisoftmax="1.0" uiname="Thickness" uifolder="Thin Film" uiadvanced="true"
+ <input name="thin_film_thickness" type="float" value="0.5" uimin="0.0" uisoftmax="1.0" uiname="Thin Film Thickness" uifolder="Thin Film" uiadvanced="true"
doc="The thickness of the thin-film layer on the base (in micrometers)." />
- <input name="thin_film_ior" type="float" value="1.4" uimin="0.0" uisoftmin="1.0" uisoftmax="3.0" uiname="IOR" uifolder="Thin Film" uiadvanced="true"
+ <input name="thin_film_ior" type="float" value="1.4" uimin="0.0" uisoftmin="1.0" uisoftmax="3.0" uiname="Thin Film Index of Refraction" uifolder="Thin Film" uiadvanced="true"
doc="The index of refraction of the thin-film." />
- <input name="emission_luminance" type="float" value="0.0" uimin="0.0" uisoftmax="1000.0" uiname="Luminance" uifolder="Emission"
+ <input name="emission_luminance" type="float" value="0.0" uimin="0.0" uisoftmax="1000.0" uiname="Emission Luminance" uifolder="Emission"
doc="The amount of emitted light, as a luminance in nits." />
- <input name="emission_color" type="color3" value="1, 1, 1" uimin="0,0,0" uimax="1,1,1" uiname="Color" uifolder="Emission"
+ <input name="emission_color" type="color3" value="1, 1, 1" uimin="0,0,0" uimax="1,1,1" uiname="Emission Color" uifolder="Emission"
doc="The color of the emitted light." />
<input name="geometry_opacity" type="float" value="1" uimin="0" uimax="1" uiname="Opacity" uifolder="Geometry"
doc="The opacity of the entire material." />
It is unclear to me if I should try contributing it as a PR though.
@JGamache-autodesk yes please do contribute it as a PR!
The current way of repeating the
uifolder
string in theuiname
makes for a very repetitive UI experience: Suggestion: remove the UI folder prefix to get instead