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Features

  • Assignments
  • Lights
  • ...

Ownership

  1. Who owns data value resolving. (USD)
  2. Who owns usd<->mtlx synchronization (USD observability)
  3. Who owns the mtlx->usd conversion. Can this is separated out with formal synchronization. (Recent work from Jerry and others for component dependency logic should be discussed).  Needs USD to be more open.
  4. Who owns the usd->mtlx conversion. Is it the same as 1. (I don't think so). Needs USD to be more open.
  5. For 3/4 can this be opened up so USD does not own this completely.
  6. Who owns validation (USD)
  7. Who owns reference definitions, who owns implementations (MTLX). Even USDPreviewSurface.
  8. Who owns code generation access.
  9. Who decides what is common material metadata. This has caused "friction" as usdshade and mtlx are not 1:1.

Lossless interop

  • Applicable USD limitations
  • Assignment expressions
  • Round trip:
    • Mtlx -> USDShade -> Mtlx
    • Mtlx -> USDShade -> *USDShade (e.g. shot override) -> *Mtlx (with the changes)

Other

  • Dependency tracking, compatibility, and versioning
  • Cross referenced documentation
  • End-to-end colour management
  • Improve MaterialX - UsdShade updates (both topology and inputs)
  • USDShade with MaterialX source code
  • Translation / ShaderGen independent from Hydra
  • Strive for standardisation but empower diverse workflows
  • Standardise new shading models
  • Support workflows relying on custom USD schemas and MaterialX node definitions
  • Promote MaterialX as a material description in USD
  • Curate test and validation assets
  • Promote and document best practices
  • MaterialX blackbox references, with MaterialX overrides expressed in USD?
  • General pipeline considerations
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