Skip to content

Commit f62ec84

Browse files
committed
Revert "doc" attribute indentation changes since it cannot be round-tripped.
Clean up a few TODO comments.
1 parent c491907 commit f62ec84

15 files changed

Lines changed: 357 additions & 181 deletions

libraries/bxdf/lama/lama_conductor.mtlx

Lines changed: 22 additions & 11 deletions
Original file line numberDiff line numberDiff line change
@@ -1,17 +1,28 @@
11
<?xml version="1.0"?>
22
<materialx version="1.39" colorspace="acescg">
33
<nodedef name="ND_lama_conductor" node="LamaConductor" nodegroup="pbr" doc="Lama conductor" version="1.0" isdefaultversion="true">
4-
<input name="tint" type="color3" value="1, 1, 1" uiname="Tint" uifolder="Main" doc="Overall color multiplier. It should be used with parsimony, as a non-white value breaks physicality. The preferred way to define the color of a conductor is through the Fresnel attributes right below." />
5-
<input name="fresnelMode" type="integer" uniform="true" enum="Artistic,Scientific" enumvalues="0,1" value="0" uiname="Fresnel Mode" uifolder="Main" doc="Switches the Fresnel between Artistic and Scientific parameters. The Artistic mode offers reflectivity in the normal direction and reflectivity90 at the grazing angle. The Scientific mode provides an index of refraction for each rgb component. Note that IOR is only used to calculate the reflectivity value used by the Schlick approximation. When reflectivity90 is 1, then both modes achieve identical results, as one can be mapped to the other." />
6-
<input name="IOR" type="vector3" value="0.180000007153,0.419999986887,1.37000000477" uiname="IOR" uifolder="Main" doc="Index of refraction (often denoted by eta), defining the color reflected by the surface in the normal direction." />
7-
<input name="extinction" type="vector3" value="3.42000007629,2.34999990463,1.76999998093" uiname="Extinction" uifolder="Main" doc="Extinction coefficient (often denoted by kappa), influencing how the reflected color curve evolves between its value in the normal direction (or 0 degree), and 1 when reaching 90 degrees. A null value does not deviate the curve at all." />
8-
<input name="reflectivity" type="color3" value="0.9450, 0.7772, 0.3737" uiname="Reflectivity" uifolder="Main" doc="Color reflected by the surface in the normal direction." />
9-
<input name="edgeColor" type="color3" value="0.7137, 0.7373, 0.4550" uiname="Edge Color" uifolder="Main" doc="Indicates how the reflected color curve evolves between its value in the normal direction (or 0 degree), and 1 when reaching 90 degrees. Note that this color is unlikely to be reached, and just bends the curve towards it when reaching grazing angles. A null value does not deviate the curve at all." />
10-
<input name="roughness" type="float" value="0.1" uimin="0.0" uimax="1.0" uiname="Roughness" uifolder="Main" doc="Micro-facet distribution roughness." />
11-
<input name="normal" type="vector3" defaultgeomprop="Nworld" uiname="Normal" uifolder="Main" doc="Shading normal, typically defined by bump or normal mapping. Defaults to the smooth surface normal if not set." />
12-
<input name="anisotropy" type="float" value="0.0" uimin="-1.0" uimax="1.0" uiname="Anisotropy" uifolder="Anisotropy" doc="Defines the amount of anisotropy, changing the co-tangent axis roughness from the original value to 1 (or to 0 with a negative value)." />
13-
<input name="anisotropyDirection" type="vector3" defaultgeomprop="Tworld" uiname="Direction" uifolder="Anisotropy" doc="Overrides the surface tangent as the anisotropy direction." />
14-
<input name="anisotropyRotation" type="float" value="0.0" uisoftmin="0.0" uisoftmax="1.0" uiname="Rotation" uifolder="Anisotropy" doc="Rotates the anisotropy direction (possibly overridden by the previous attribute) around the normal, from 0 to 360 degrees." />
4+
<input name="tint" type="color3" value="1, 1, 1" uiname="Tint" uifolder="Main"
5+
doc="Overall color multiplier. It should be used with parsimony, as a non-white value breaks physicality. The preferred way to define the color of a conductor is through the Fresnel attributes right below." />
6+
<input name="fresnelMode" type="integer" uniform="true" enum="Artistic,Scientific" enumvalues="0,1" value="0" uiname="Fresnel Mode" uifolder="Main"
7+
doc="Switches the Fresnel between Artistic and Scientific parameters. The Artistic mode offers reflectivity in the normal direction and reflectivity90 at the grazing angle. The Scientific mode provides an index of refraction for each rgb component. Note that IOR is only used to calculate the reflectivity value used by the Schlick approximation. When reflectivity90 is 1, then both modes achieve identical results, as one can be mapped to the other." />
8+
<input name="IOR" type="vector3" value="0.180000007153,0.419999986887,1.37000000477" uiname="IOR" uifolder="Main"
9+
doc="Index of refraction (often denoted by eta), defining the color reflected by the surface in the normal direction." />
10+
<input name="extinction" type="vector3" value="3.42000007629,2.34999990463,1.76999998093" uiname="Extinction" uifolder="Main"
11+
doc="Extinction coefficient (often denoted by kappa), influencing how the reflected color curve evolves between its value in the normal direction (or 0 degree), and 1 when reaching 90 degrees. A null value does not deviate the curve at all." />
12+
<input name="reflectivity" type="color3" value="0.9450, 0.7772, 0.3737" uiname="Reflectivity" uifolder="Main"
13+
doc="Color reflected by the surface in the normal direction." />
14+
<input name="edgeColor" type="color3" value="0.7137, 0.7373, 0.4550" uiname="Edge Color" uifolder="Main"
15+
doc="Indicates how the reflected color curve evolves between its value in the normal direction (or 0 degree), and 1 when reaching 90 degrees. Note that this color is unlikely to be reached, and just bends the curve towards it when reaching grazing angles. A null value does not deviate the curve at all." />
16+
<input name="roughness" type="float" value="0.1" uimin="0.0" uimax="1.0" uiname="Roughness" uifolder="Main"
17+
doc="Micro-facet distribution roughness." />
18+
<input name="normal" type="vector3" defaultgeomprop="Nworld" uiname="Normal" uifolder="Main"
19+
doc="Shading normal, typically defined by bump or normal mapping. Defaults to the smooth surface normal if not set." />
20+
<input name="anisotropy" type="float" value="0.0" uimin="-1.0" uimax="1.0" uiname="Anisotropy" uifolder="Anisotropy"
21+
doc="Defines the amount of anisotropy, changing the co-tangent axis roughness from the original value to 1 (or to 0 with a negative value)." />
22+
<input name="anisotropyDirection" type="vector3" defaultgeomprop="Tworld" uiname="Direction" uifolder="Anisotropy"
23+
doc="Overrides the surface tangent as the anisotropy direction." />
24+
<input name="anisotropyRotation" type="float" value="0.0" uisoftmin="0.0" uisoftmax="1.0" uiname="Rotation" uifolder="Anisotropy"
25+
doc="Rotates the anisotropy direction (possibly overridden by the previous attribute) around the normal, from 0 to 360 degrees." />
1526
<output name="out" type="BSDF" />
1627
</nodedef>
1728

libraries/bxdf/lama/lama_dielectric.mtlx

Lines changed: 28 additions & 14 deletions
Original file line numberDiff line numberDiff line change
@@ -1,20 +1,34 @@
11
<?xml version="1.0"?>
22
<materialx version="1.39" colorspace="acescg">
33
<nodedef name="ND_lama_dielectric" node="LamaDielectric" nodegroup="pbr" doc="Lama dielectric" version="1.0" isdefaultversion="true">
4-
<input name="reflectionTint" type="color3" value="1.0, 1.0, 1.0" uiname="Reflection Tint" uifolder="Main" doc="Color multiplier for external reflection. It should be used with parsimony, as a non-white value breaks physicality." />
5-
<input name="transmissionTint" type="color3" value="1.0, 1.0, 1.0" uiname="Transmission Tint" uifolder="Main" doc="Color multiplier for rays going inside the medium (covers external transmission and internal reflection). It should be used with parcimony, as a non-white value breaks physicality. The preferred way to define the color of a dielectric is through the Interior attributes right below." />
6-
<input name="fresnelMode" type="integer" uniform="true" enum="Artistic,Scientific" enumvalues="0,1" value="0" uiname="Fresnel Mode" uifolder="Main" doc="Switches the Fresnel parameterization between Artistic and Scientific mode. The Artistic mode offers a scalar value defining the reflectivity in the normal direction. The Scientific mode proposes an index of refraction. Both parameterizations can achieve identical results, as one can be mapped to the other." />
7-
<input name="IOR" type="float" value="1.5" uimin="1.0" uimax="3.0" uiname="IOR" uifolder="Main" doc="Index of refraction (often denoted by eta), defining the amount reflected by the surface in the normal direction, and how the rays are bent by refraction." />
8-
<input name="reflectivity" type="float" value="0.04" uimin="0.0" uimax="1.0" uisoftmin="0.0" uisoftmax="0.25" uiname="Reflectivity" uifolder="Main" doc="Amount reflected by the surface in the normal direction. Also affects how the rays are bent by refraction." />
9-
<input name="roughness" type="float" value="0.1" uimin="0.0" uimax="1.0" uiname="Roughness" uifolder="Main" doc="Micro-facet distribution roughness." />
10-
<input name="normal" type="vector3" defaultgeomprop="Nworld" uiname="Normal" uifolder="Main" doc="Shading normal, typically defined by bump or normal mapping. Defaults to the smooth surface normal if not set." />
11-
<input name="anisotropy" type="float" value="0.0" uimin="-1.0" uimax="1.0" uiname="Anisotropy" uifolder="Anisotropy" doc="Defines the amount of anisotropy, changing the co-tangent axis roughness from the original value to 1 (or to 0 with a negative value)." />
12-
<input name="direction" type="vector3" defaultgeomprop="Tworld" uiname="Direction" uifolder="Anisotropy" doc="Overrides the surface tangent as the anisotropy direction." />
13-
<input name="rotation" type="float" value="0.0" uisoftmin="0.0" uisoftmax="1.0" uiname="Rotation" uifolder="Anisotropy" doc="Rotates the anisotropy direction (possibly overridden by the previous attribute) around the normal, from 0 to 360 degrees." />
14-
<input name="absorptionColor" type="color3" value="1.0, 1.0, 1.0" uiname="Absorption Color" uifolder="Interior" doc="Interior volume absorption color. It is defined as the negative logarithm of the extinction coefficient, with values between 0 and 1, such that the object itself and its shadows are tinted proportionnally. If set to 1, there is no absorption, and if set to 0, the object will be completely opaque. Note that for single scattering to kick in, the value must be inferior to 1. This value will also act as coating color, when this node is used as the top material in a layer node." />
15-
<input name="absorptionRadius" type="float" value="1.0" uimin="0.0" uiname="Absorption Radius" uifolder="Interior" doc="Distance, in world space units, at which the Absorption Color is assumed to be reached. Can be used to control the rate of absorption." />
16-
<input name="scatterColor" type="color3" value="0.0, 0.0, 0.0" uiname="Scatter Color" uifolder="Interior" doc="Color (aka scattering albedo) of the medium, defines what proportion of the light hitting volumetric particles is scattered around by the phase function (as opposed to just absorbed), for each color channel. Only takes effect if the corresponding channel has a non-null density, in other words if the Absorption Color value for that channel is inferior to 1." />
17-
<input name="scatterAnisotropy" type="float" value="0.0" uimin="-1.0" uimax="1.0" uiname="Scatter Anisotropy" uifolder="Interior" doc="Anisotropy of the medium's phase function, ranging from full backward scattering at -1 to forward scattering at 1. Only takes effect if the Scatter Color is non-null." />
4+
<input name="reflectionTint" type="color3" value="1.0, 1.0, 1.0" uiname="Reflection Tint" uifolder="Main"
5+
doc="Color multiplier for external reflection. It should be used with parsimony, as a non-white value breaks physicality." />
6+
<input name="transmissionTint" type="color3" value="1.0, 1.0, 1.0" uiname="Transmission Tint" uifolder="Main"
7+
doc="Color multiplier for rays going inside the medium (covers external transmission and internal reflection). It should be used with parcimony, as a non-white value breaks physicality. The preferred way to define the color of a dielectric is through the Interior attributes right below." />
8+
<input name="fresnelMode" type="integer" uniform="true" enum="Artistic,Scientific" enumvalues="0,1" value="0" uiname="Fresnel Mode" uifolder="Main"
9+
doc="Switches the Fresnel parameterization between Artistic and Scientific mode. The Artistic mode offers a scalar value defining the reflectivity in the normal direction. The Scientific mode proposes an index of refraction. Both parameterizations can achieve identical results, as one can be mapped to the other." />
10+
<input name="IOR" type="float" value="1.5" uimin="1.0" uimax="3.0" uiname="IOR" uifolder="Main"
11+
doc="Index of refraction (often denoted by eta), defining the amount reflected by the surface in the normal direction, and how the rays are bent by refraction." />
12+
<input name="reflectivity" type="float" value="0.04" uimin="0.0" uimax="1.0" uisoftmin="0.0" uisoftmax="0.25" uiname="Reflectivity" uifolder="Main"
13+
doc="Amount reflected by the surface in the normal direction. Also affects how the rays are bent by refraction." />
14+
<input name="roughness" type="float" value="0.1" uimin="0.0" uimax="1.0" uiname="Roughness" uifolder="Main"
15+
doc="Micro-facet distribution roughness." />
16+
<input name="normal" type="vector3" defaultgeomprop="Nworld" uiname="Normal" uifolder="Main"
17+
doc="Shading normal, typically defined by bump or normal mapping. Defaults to the smooth surface normal if not set." />
18+
<input name="anisotropy" type="float" value="0.0" uimin="-1.0" uimax="1.0" uiname="Anisotropy" uifolder="Anisotropy"
19+
doc="Defines the amount of anisotropy, changing the co-tangent axis roughness from the original value to 1 (or to 0 with a negative value)." />
20+
<input name="direction" type="vector3" defaultgeomprop="Tworld" uiname="Direction" uifolder="Anisotropy"
21+
doc="Overrides the surface tangent as the anisotropy direction." />
22+
<input name="rotation" type="float" value="0.0" uisoftmin="0.0" uisoftmax="1.0" uiname="Rotation" uifolder="Anisotropy"
23+
doc="Rotates the anisotropy direction (possibly overridden by the previous attribute) around the normal, from 0 to 360 degrees." />
24+
<input name="absorptionColor" type="color3" value="1.0, 1.0, 1.0" uiname="Absorption Color" uifolder="Interior"
25+
doc="Interior volume absorption color. It is defined as the negative logarithm of the extinction coefficient, with values between 0 and 1, such that the object itself and its shadows are tinted proportionnally. If set to 1, there is no absorption, and if set to 0, the object will be completely opaque. Note that for single scattering to kick in, the value must be inferior to 1. This value will also act as coating color, when this node is used as the top material in a layer node." />
26+
<input name="absorptionRadius" type="float" value="1.0" uimin="0.0" uiname="Absorption Radius" uifolder="Interior"
27+
doc="Distance, in world space units, at which the Absorption Color is assumed to be reached. Can be used to control the rate of absorption." />
28+
<input name="scatterColor" type="color3" value="0.0, 0.0, 0.0" uiname="Scatter Color" uifolder="Interior"
29+
doc="Color (aka scattering albedo) of the medium, defines what proportion of the light hitting volumetric particles is scattered around by the phase function (as opposed to just absorbed), for each color channel. Only takes effect if the corresponding channel has a non-null density, in other words if the Absorption Color value for that channel is inferior to 1." />
30+
<input name="scatterAnisotropy" type="float" value="0.0" uimin="-1.0" uimax="1.0" uiname="Scatter Anisotropy" uifolder="Interior"
31+
doc="Anisotropy of the medium's phase function, ranging from full backward scattering at -1 to forward scattering at 1. Only takes effect if the Scatter Color is non-null." />
1832
<output name="out" type="BSDF" />
1933
</nodedef>
2034

libraries/bxdf/lama/lama_diffuse.mtlx

Lines changed: 8 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -1,10 +1,14 @@
11
<?xml version="1.0"?>
22
<materialx version="1.39" colorspace="acescg">
33
<nodedef name="ND_lama_diffuse" node="LamaDiffuse" nodegroup="pbr" version="1.0" isdefaultversion="true">
4-
<input name="color" uiname="Color" type="color3" value="0.18, 0.18, 0.18" doc="Diffuse color (aka albedo), defining what ratio of light is reflected for each color channel." />
5-
<input name="roughness" uiname="Roughness" type="float" uimin="0.0" uimax="1.0" value="0.0" doc="Micro-facet distribution (Oren-Nayar) roughness." />
6-
<input name="normal" uiname="Normal" type="vector3" defaultgeomprop="Nworld" doc="Shading normal, typically defined by bump or normal mapping. Defaults to the smooth surface normal if not set." />
7-
<input name="energyCompensation" uiname="Energy Compensation" uifolder="Advanced" type="float" uniform="true" uimin="0.0" uimax="1.0" value="1.0" doc="Indicates how much energy should be added to compensate for the loss inherent to the Oren-Nayar model, ranging from no compensation at all, to the expected energy from multiple scattering between the micro-facets. This prevents overly dark results when roughness is high." />
4+
<input name="color" uiname="Color" type="color3" value="0.18, 0.18, 0.18"
5+
doc="Diffuse color (aka albedo), defining what ratio of light is reflected for each color channel." />
6+
<input name="roughness" uiname="Roughness" type="float" uimin="0.0" uimax="1.0" value="0.0"
7+
doc="Micro-facet distribution (Oren-Nayar) roughness." />
8+
<input name="normal" uiname="Normal" type="vector3" defaultgeomprop="Nworld"
9+
doc="Shading normal, typically defined by bump or normal mapping. Defaults to the smooth surface normal if not set." />
10+
<input name="energyCompensation" uiname="Energy Compensation" uifolder="Advanced" type="float" uniform="true" uimin="0.0" uimax="1.0" value="1.0"
11+
doc="Indicates how much energy should be added to compensate for the loss inherent to the Oren-Nayar model, ranging from no compensation at all, to the expected energy from multiple scattering between the micro-facets. This prevents overly dark results when roughness is high." />
812
<output name="out" type="BSDF" />
913
</nodedef>
1014

libraries/bxdf/lama/lama_emission.mtlx

Lines changed: 2 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1,7 +1,8 @@
11
<?xml version="1.0"?>
22
<materialx version="1.39" colorspace="acescg">
33
<nodedef name="ND_lama_emission" node="LamaEmission" nodegroup="pbr" doc="Lama emission" version="1.0" isdefaultversion="true">
4-
<input name="color" type="color3" value="0.0, 0.0, 0.0" uiname="Color" uifolder="Main" doc="Color being uniformly emitted in all directions above the surface." />
4+
<input name="color" type="color3" value="0.0, 0.0, 0.0" uiname="Color" uifolder="Main"
5+
doc="Color being uniformly emitted in all directions above the surface." />
56
<output name="out" type="EDF" />
67
</nodedef>
78

0 commit comments

Comments
 (0)