Connect geometry_thin_walled to surface in OpenPBR#2759
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And make it uniform. See also AcademySoftwareFoundation/OpenPBR#250.
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This is definitely the right path forward, @jreichel-nvidia, but I wonder whether this should wait on the formal release of OpenPBR 1.2, which is the version of OpenPBR that will contain this improvement: https://github.com/AcademySoftwareFoundation/OpenPBR/tree/dev_1.2 |
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Hmm, I see. Do you know by chance when this release is planned to happen? |
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Since several parties are now using MaterialX with this patch, I wonder whether we shouldn't merge it even though OpenPBR 1.2 is not yet released ... |
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I'm inclined to agree, @jreichel-nvidia, and perhaps we should think of this change as a bug fix to the MaterialX graph for OpenPBR Surface, rather than a design change that requires versioning of the shading model. I'm CC'ing @AdrienHerubel and @theblackunknown for their thoughts, and let's see if there's general agreement on this idea. |
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I agree, it is a bugfix of the graph and in sync with future versions of the specification. It is fine to get it in. |
geometry_thin_walled flag to surface in OpenPBR
geometry_thin_walled flag to surface in OpenPBRgeometry_thin_walled to surface in OpenPBR
jstone-lucasfilm
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Thanks for the fix, @jreichel-nvidia!
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Post-mortem review: like Adrien all those changes look good to me and will be appreciated even before OpenPBR v1.2 release |
Two bug fixes for the 1.1.1 point release: - Metal edge tint incorrectly multiplied by specular_weight (cherry-picked from #240): the color82 (edge tint) input on metal_bsdf and metal_bsdf_tf was routed through a multiply node that applied specular_weight. Since the whole lobe is already weighted by specular_weight, the edge tint was being double-weighted. Now connects directly to the specular_color interface input. - Connect geometry_thin_walled flag to <surface> (borrowed from AcademySoftwareFoundation/MaterialX#2759): the thin-walled geometry flag was not being passed through to the surface node in the MaterialX graph.
And make it uniform.
See also AcademySoftwareFoundation/OpenPBR#250.