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Copy file name to clipboardExpand all lines: CHANGELOG.md
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- Added support for [hex-tiled images](https://github.com/AcademySoftwareFoundation/MaterialX/pull/2094), with initial implementations in hardware shading languages and MDL.
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- Added support for [latitude-longitude images](https://github.com/AcademySoftwareFoundation/MaterialX/pull/2168), implemented as a language-independent graph.
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- Added support for [2D fractals](https://github.com/AcademySoftwareFoundation/MaterialX/pull/2183), with initial implementations in hardware shading languages, OSL, and MDL.
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- Added support for [NanoColor names](https://github.com/AcademySoftwareFoundation/MaterialX/pull/2513) in default color space management.
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- Added support for [custom OCIO configurations](https://github.com/AcademySoftwareFoundation/MaterialX/pull/1917) in shader generation.
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- Added support for [anisotropy](https://github.com/AcademySoftwareFoundation/MaterialX/pull/2393) in the graph definition of glTF PBR.
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- Added support for the [time and frame nodes](https://github.com/AcademySoftwareFoundation/MaterialX/pull/2389) in the MaterialX Viewer and MaterialX Graph Editor.
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- Raised the minimum Python version to [Python 3.9](https://github.com/AcademySoftwareFoundation/MaterialX/pull/2326).
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- Raised the minimum OpenImageIO version to [OIIO 2.2](https://github.com/AcademySoftwareFoundation/MaterialX/pull/2340).
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- Raised the default PyBind11 version to [PyBind11 2.13.6](https://github.com/AcademySoftwareFoundation/MaterialX/pull/2331).
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- Optimized the graph definitions of [Standard Surface](https://github.com/AcademySoftwareFoundation/MaterialX/pull/2483), [OpenPBR Surface](https://github.com/AcademySoftwareFoundation/MaterialX/pull/2459), and [glTF PBR](https://github.com/AcademySoftwareFoundation/MaterialX/pull/2467), roughly halving the fill cost for these shading models in hardware shading languages.
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- Optimized the graph definitions of [Standard Surface](https://github.com/AcademySoftwareFoundation/MaterialX/pull/2483), [OpenPBR Surface](https://github.com/AcademySoftwareFoundation/MaterialX/pull/2459), and [glTF PBR](https://github.com/AcademySoftwareFoundation/MaterialX/pull/2467) in hardware shading languages, roughly halving the fill cost for these shading models in GLSL, ESSL, and MSL.
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- Optimized the implementation of [height-correlated Smith masking-shadowing](https://github.com/AcademySoftwareFoundation/MaterialX/pull/2458) in GLSL.
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- Aligned implementations of the [heighttonormal node](https://github.com/AcademySoftwareFoundation/MaterialX/pull/2424) beween GLSL and OSL, improving visual consistency and enabling support for arbitrary procedural heightfields.
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- Deprecated the [fps input](https://github.com/AcademySoftwareFoundation/MaterialX/pull/2450) of the time node, allowing it to be removed in a future specification update.
Copy file name to clipboardExpand all lines: README.md
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- The [Developer Guide](http://www.materialx.org/docs/api/index.html) contains a developer-oriented overview of MaterialX with Build and API documentation.
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- The [Python Scripts](python/Scripts) folder contains standalone examples of MaterialX Python code.
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- The [JavaScript](javascript) folder contains details on building JavaScript bindings for MaterialX.
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- Presentations at [ASWF Open Source Days](https://materialx.org/assets/ASWF_OSD2024_MaterialX_Final.pdf) and the [SIGGRAPH Physically Based Shading Course](https://blog.selfshadow.com/publications/s2020-shading-course/#materialx) provide details on the roadmap for MaterialX development.
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- Presentations at [ASWF Open Source Days](https://materialx.org/assets/ASWF_OSD2025_MaterialX_Final.pdf) and the [SIGGRAPH Physically Based Shading Course](https://blog.selfshadow.com/publications/s2020-shading-course/#materialx) provide details on the roadmap for MaterialX development.
Copy file name to clipboardExpand all lines: documents/DeveloperGuide/GraphEditor.md
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## Buttons
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To display a new material and graph, click the `Load Material` button and and navigate to the [Materials/Examples](https://github.com/AcademySoftwareFoundation/MaterialX/tree/main/resources/Materials/Examples) folder, which contains a selection of materials in the MTLX format, and select a document to load. The Graph Editor will display the graph hierarchy of the selected document for visualization and editing.
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To display a new material and graph, click the `Load Material` button and navigate to the [Materials/Examples](https://github.com/AcademySoftwareFoundation/MaterialX/tree/main/resources/Materials/Examples) folder, which contains a selection of materials in the MTLX format, and select a document to load. The Graph Editor will display the graph hierarchy of the selected document for visualization and editing.
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To save out changes to the graphs as MTLX files click the `Save Material` button. This will save the position of the nodes in the graph for future use as well.
Copy file name to clipboardExpand all lines: documents/Specification/MaterialX.GeomExts.md
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*`variantset` (string, required): the name of the variantset to apply the variant from
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*`variant` (string, required): the name of the variant within `variantset` to use
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In the above example, the input/token values defined within variant "var1" will be applied to and and all identically-named inputs/tokens found in either "material1" or "material2" unless restricted by a `node` or `nodedef` attribute defined in the <variantset>, while values defined within variant "var2" will only be applied to matching-named bindings in "material1". VariantAssigns are applied in the order specified within a scope, with those within a <materialassign> taking precedence over those which are direct children of the <look>.
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In the above example, the input/token values defined within variant "var1" will be applied to all identically-named inputs/tokens found in either "material1" or "material2" unless restricted by a `node` or `nodedef` attribute defined in the <variantset>, while values defined within variant "var2" will only be applied to matching-named bindings in "material1". VariantAssigns are applied in the order specified within a scope, with those within a <materialassign> taking precedence over those which are direct children of the <look>.
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