#materialx — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #materialx, aggregated by home.social.
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...including some CRAZY ones! This is: Unity ShaderGraph -> MTLX -> three.js
Amazing to see (parsing and graph rendering is slow when all 1600 nodes are on screen)
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...including some CRAZY ones! This is: Unity ShaderGraph -> MTLX -> three.js
Amazing to see (parsing and graph rendering is slow when all 1600 nodes are on screen)
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I think it's cool that I can preview TSL graphs built from #materialx in #threejs with Needle Inspector :D and edit them :)
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I think it's cool that I can preview TSL graphs built from #materialx in #threejs with Needle Inspector :D and edit them :)
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More MaterialX fun — real-time shadows and animated displacement now work in the web export. Transparency too!
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More MaterialX fun — real-time shadows and animated displacement now work in the web export. Transparency too!
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Playing with the #materialx rhino is fun! We love our new ShaderGraph export!
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Playing with the #materialx rhino is fun! We love our new ShaderGraph export!
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This weeks Tutorial is online:
"My 5 favorite new MaterialX nodes"
https://youtu.be/f4_ALknPuEgI mostly show how you can animate shader parameters and show some new nosed in the MaterialX context.
Nerdy warning 😇 -
Needle Engine 5 brought a massive #MaterialX leap:
— Full lights & shadows (point, spot, directional)
— Displacement mapping
— Automatic transparency detection -
Needle Engine 5 brought a massive #MaterialX leap:
— Full lights & shadows (point, spot, directional)
— Displacement mapping
— Automatic transparency detection -
Needle Engine 5 is here with a huge leap in #materialx support and #EXR compression
Check out the changelog: https://github.com/needle-tools/needle-engine-support/releases/tag/release%2F5.0.0
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Needle Engine 5 is here with a huge leap in #materialx support and #EXR compression
Check out the changelog: https://github.com/needle-tools/needle-engine-support/releases/tag/release%2F5.0.0
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So #AMD #MaterialX and Open Shading Language (OSL) were just a passing phase… now it looks like everyone’s settling on #OpenPBR. Back to square one, basically.
Yay… let’s see if this one’s actually gonna stick this time. #PBR #CGI #VFX #3D #b3d #Blender #blender3D
https://academysoftwarefoundation.github.io/OpenPBR/ -
So #AMD #MaterialX and Open Shading Language (OSL) were just a passing phase… now it looks like everyone’s settling on #OpenPBR. Back to square one, basically.
Yay… let’s see if this one’s actually gonna stick this time. #PBR #CGI #VFX #3D #b3d #Blender #blender3D
https://academysoftwarefoundation.github.io/OpenPBR/ -
The F82 tint values are usable in Blender Cycles with the Metallic BSDF. It’s also the specular tint model used in OpenPBR.
#CG #VFX #GameDev #Rendering #PBR #3D #MaterialX #B3D #Blender #Blender3D #OpenPBR
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New metals include Beryllium, Cesium, Germanium, Iridium, Lithium, Magnesium, Manganese, Molybdenum, Palladium, Potassium, Rubidium, and Sodium
#CG #VFX #GameDev #Rendering #PBR #3D #MaterialX #B3D #Blender #Blender3D #UE5 #UnrealEngine #OpenPBR
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https://physicallybased.info/ just got updated with:
- New metals
- F82 tint values for all metals
- Reflectance values
- Copy Unreal Snippet for light sources
#CG #VFX #GameDev #Rendering #PBR #3D #MaterialX #B3D #Blender #Blender3D #UE5 #UnrealEngine #OpenPBR #MaterialX #OpenUSD -
https://physicallybased.info/ just got updated with:
- New metals
- F82 tint values for all metals
- Reflectance values
- Copy Unreal Snippet for light sources
#CG #VFX #GameDev #Rendering #PBR #3D #MaterialX #B3D #Blender #Blender3D #UE5 #UnrealEngine #OpenPBR #MaterialX #OpenUSD -
Also briefly tried to generate videos with ffmpeg. Here's one of the tests with a #materialx episode
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Also briefly tried to generate videos with ffmpeg. Here's one of the tests with a #materialx episode
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New Github PR to #ThreeJS that adds much improved #MaterialX support.
New nodes & properties supported: thin film, sheen, transmission, rotate, determine, inverse, floor, reflect, refract, opacity, specular, anisotropy, etc...
Full details: https://github.com/mrdoob/three.js/pull/31439
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New Github PR to #ThreeJS that adds much improved #MaterialX support.
New nodes & properties supported: thin film, sheen, transmission, rotate, determine, inverse, floor, reflect, refract, opacity, specular, anisotropy, etc...
Full details: https://github.com/mrdoob/three.js/pull/31439
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Needle supporting ShaderGraph to three.js is coming
For Needle Engine, vanilla three AND react-three-fiber
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Needle supporting ShaderGraph to three.js is coming
For Needle Engine, vanilla three AND react-three-fiber
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I continuously update the database at https://api.physicallybased.info and the website at https://physicallybased.info
Some of the recent updates include:
- New materials
- New cameras (now also with resolutions)
- New light sources
- More accurate complex IOR values for metals
- Nicer display of references, with more info
- Started work on API v2#CG #VFX #GameDev #Rendering #PBR #3D #MaterialX #B3D #Blender
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I continuously update the database at https://api.physicallybased.info and the website at https://physicallybased.info
Some of the recent updates include:
- New materials
- New cameras (now also with resolutions)
- New light sources
- More accurate complex IOR values for metals
- Nicer display of references, with more info
- Started work on API v2#CG #VFX #GameDev #Rendering #PBR #3D #MaterialX #B3D #Blender
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Spent my afternoon delving into the #materialx api! Interested to see what I can do with it.
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Spent my afternoon delving into the #materialx api! Interested to see what I can do with it.
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Today I found that there is a library of almost 500 high quality PBR MaterialX materials from #amd for free!
https://matlib.gpuopen.com/main/materials/all
Pretty neat thing, can (and should) be used in games and any kind of rendering.
I also implemented a small tool that allows download all lib with just one command - you will find source code, executable, and an instruction here -> https://github.com/ArtemkaKun/AmdMatlibDownloader
#graphics #gamedev #materials #textures #rendering #materialx #free #opensource
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Today I found that there is a library of almost 500 high quality PBR MaterialX materials from #amd for free!
https://matlib.gpuopen.com/main/materials/all
Pretty neat thing, can (and should) be used in games and any kind of rendering.
I also implemented a small tool that allows download all lib with just one command - you will find source code, executable, and an instruction here -> https://github.com/ArtemkaKun/AmdMatlibDownloader
#graphics #gamedev #materials #textures #rendering #materialx #free #opensource
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https://www.aswf.io/blog/openpbr-v0-2-now-publicly-available/
The #OpenPBR repository is now publicly available on GitHub as part of the Academy Software Foundation’s #OpenSource Days program, OpenPBR is a subproject of #MaterialX. #ASWF #PBR #Lucasfilm #Adobe #Autodesk #b3d #Blender3d #Blender #AMD -
Are there any recent developments in MaterialX (+ USD graph) support in Blender? Trying to plan a bit into the future.
This is the only official thing I could find: https://projects.blender.org/blender/blender/issues/100894 and its a bit inconclusive.
Some additional notes: https://developer.apple.com/forums/thread/735911
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Hey! Is anyone interested in working on some foundational libraries used in the CG industry? Then check out the Academy Software Foundation's new event called Dev Days! You can get more information here: https://sites.google.com/view/aswfdevdays/home
#VFX #Programming #ASWF #MaterialX #OpenColorIO #OpenImageIO #OpenEXR
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Hey! Is anyone interested in working on some foundational libraries used in the CG industry? Then check out the Academy Software Foundation's new event called Dev Days! You can get more information here: https://sites.google.com/view/aswfdevdays/home
#VFX #Programming #ASWF #MaterialX #OpenColorIO #OpenImageIO #OpenEXR
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MaterialX 2023 Virtual Town Hall
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Added Normalmap support! #shadergraph → #materialx
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Day 3 of #ShaderGraph to #MaterialX and we now have textures + sampler settings
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Second day of #unity #shadergraph to #materialx conversion
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Started working on #unity to #materialx yesterday
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I'm really fascinated by this recent Neural Appearance Models paper, which has the potential to level the playing field for production-complexity materials in real-time rendering.
Their use of MaterialX for the source data hints at a generalized expression of neural materials that could perhaps be incorporated back into the MaterialX project one day.
https://research.nvidia.com/labs/rtr/neural_appearance_models/
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Congratulations to my Lucasfilm colleague, Emma Holthouser, who has posted the first version of her Open MaterialX Graph Editor to GitHub. A very exciting step, and this will be the very first open-source graph editor for #MaterialX content.
https://github.com/AcademySoftwareFoundation/MaterialX/pull/1169