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Updates to Support PhysicallyBased V2 : Part I. (#37)
* Started work on updating the Physically Based API call to v2.0
* Add in colorspace tagging and handle specular color. The choise of colorspace and format (for specular) is to take the first entry which
preserves the previous values but now with proper colorspace tagging.
* Leave a Q. Is srgb-linear lin_rec709 or srgb_texture. Current set to srgb_texture.
* - Handle specular color propertly for glTF vs SS vs OPBR. Note that Diseny and USDPreview are not currently supported
but the default is Gulbrandsen. There is no BSDF for Lama nodes but the default should work there as well.
- Fix colorspace specification. It was being used for all inputs instead of just ones where specifeid.
- Fix transmission color colorspace setting.
- Rerun translation for each shading model.
* Fix to colorspace writing. Choose based on option. Default srgb-linear does not write lin_rec709 unless specified by option.
* Fix up mapping of colors, colorspace for custom definitions.
* Remove "default" colorspae behaviour. Colorspace is always explicitly set for clariity.
* - Remove colorspace option for now. Will always choice linear.
- Delete acescg translations
---------
Co-authored-by: Anton Palmqvist <13031779+AntonPalmqvist@users.noreply.github.com>
@@ -515,7 +520,7 @@ npm run [build/start] # Build distribution or run the package
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<h3>Command Line Interfaces</h3>
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<h4>Python</h4>
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<h4>PhysicallyBased</h4>
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- Query all materials fom PhysicallyBased and convert them to all support shading models. Save the material list and corresponding MaterialX files in the default output location. The build will include this information Python package under the <code>data</code> folder.
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@@ -527,13 +532,16 @@ npm run [build/start] # Build distribution or run the package
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```sh
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materialxMaterials physbased
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```
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<h4>GPUOpen</h4>
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- Query all materials fom GPUOpen. Extract out a few material packages (zip). Save the material lists, material names and unzipped packages (MaterialX and images) in the default output location. The build will include this information Python package under the <code>data</code> folder.
- or by count. In this case the first 10 assets with MaterialX resources will be extracted.
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```sh
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polyHavenLoaderCmd.py --fetch -c 10
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polyHavenLoaderCmd.py -fe -c 10
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```
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- Scan locally downloaded MaterialX asset information to download.
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Note that this does not download any of the content for each asset, but instead
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extract information into a file called `polyhaven_materialx_assets.json` for later usage.. The build process will include a file with this name under the <code>data</code> as part of the Python package. This avoids having to query the PolyHaven API repeatedly.
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- The user can either use a local version of this file by specifying the path the file as shown below, where an optional `--data_folder` argument can be used to specify the location of the file.
1. `-x` or `--extract` to extract the content of the package (MaterialX and images) into a folder. By default the package will be downloaded but not extracted.
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2. `-exr` or `--keep_exr` to keep the EXR files if they are included in the package. By default the equivalent PNG files are downloaded or EXR files are converted to PNG files. The latter requires the `OpenImageIO` package to be installed.
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- Note that if EXR images are remapped then the MaterialX file references
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are also remapped in the `.mtlx` file.
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3. `-r` or `--download_resolution` to specify the resolution of the images to download. By default the lowest resolution images are downloaded. The user can specify "1k", "2k", "4k" or "8k".
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<h4>GPUOpen (NodeJS)</h4>
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The utility can be run from the `javascript\JsGPUOpenLoaderPackage` folder as follows:
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