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  • For multi-backend support for Vulkan, MDL, Metal, etc applications need to maintain multiple Shader Gen paths that can easily get out of sync and are hard to maintain.
  • MaterialX nodes as ground truth definitions of UsdPreviewSurface. 
  • UsdLux v.s MaterialX Light nodes
  • Customize shaders for selection, highlighting. 
  • For Hardware renderers customize shader stages, render state management 

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Topics for review

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MaterialX Examples


Namespaces and

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Versioning

https://github.com/autodesk-forks/MaterialX/blob/adsk_contrib/dev/resources/Materials/TestSuite/adsklib/archviz/adsk_metal.mtlx

Tokens usage
https://github.com/autodesk-forks/MaterialX/blob/adsk_contrib/dev/resources/Materials/TestSuite/stdlib/
adsklib/adsk_token_nodetexture/tokenGraph.mtlx

Node variations:

https://github.com/autodesk-forks/MaterialX/blob/adsk_contrib/dev/resources/Materials/TestSuite/pbrlib/surfaceshader/unlit_surfaceshader.mtlx

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