USD and materialX

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  06 June 2018
two new videos jumped out for the USD plugin from AnimalLogic..


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Last edited by oglu : 4 Weeks Ago at 06:14 AM.
 
  4 Weeks Ago
the shaderX whitepaper is now online...
https://github.com/autodesk-forks/M...aderX.Draft.pdf

more infos on the materialX google group...
https://groups.google.com/forum/#!topic/materialx/ZHXl-B68Dt0
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  4 Weeks Ago
ShaderX? Isn't that what osl was supposed to do?
Fun fact too is that USD will not support MaterialX but has its own USDshade. 

This reminds me of this:
https://xkcd.com/927/
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  4 Weeks Ago
nope materiaX, shaderX and lookdevX are using OSL or other shading languages to send the final data to the render...
its more for managing shaders, textures and lights in the scene... its a shading creation network that does work across diffrent DCC aps...

USD will support both...

Originally Posted by Sebastian Grassia: 0.8.5 contains no support for MaterialX.  But in our internal dev branch, we are very close to landing support for MaterialX in USD, and it will look something like:

You will be able to reference a mtlx document, and it will get translated by an SdfFileFormat plugin into an "equivalent" UsdShade USD document.  We've been working closely with ILM on this, and coding to the not-yet-released 1.36 spec, which has (among other things) a number of changes to make mtlx line up more closely with USD in several areas.

You will not be able to convert USD documents to mtlx documents.  Not only would that be odd since there are so many schemas in USD that do not translate, but we're hoping that we're getting this out there early enough that DCC's will consider authoring (or converting) directly to USD if they want to export shading, whether it be mtlx-compliant or not.

In the "shader definition registry" that we'll be publishing at the same time as the mtlx support, you will be able to get access to the definitions of all of the nodes in the mtlx standard library, and renderers that use the shader registry will be able to (from those definitions) find the OSL implementations for the standard nodes that ship with MaterialX.
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Last edited by oglu : 4 Weeks Ago at 12:18 PM.
 
  4 Weeks Ago
Quote: we're hoping that we're getting this out there early enough that DCC's will consider authoring (or converting) directly to USD if they want to export shading, whether it be mtlx-compliant or  not.
I read that thread. But in my opinion, even though they will allow you to import mtlx files, they clearly want to replace MaterialX with their own system. You can import mtlx, but not export it, which beats mtlxs purpose of being an universal interchange format. So why not go USD all the way and skip the MaterialX part.
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  4 Weeks Ago
cause we dont use USD files... 
and USD feels very renderman centric..

and i assume maya will support matX native... 
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Last edited by oglu : 4 Weeks Ago at 12:48 PM.
 
  4 Weeks Ago
Okay so we have four or six new "standards" that are all basically competing, attempting to unify shading across platforms - by doing the exact opposite.

Yeah, this stuff is just silly.
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  4 Weeks Ago
i see only two and they try to solve two diffrent things in the shading...

USDshade is the build in solution and does move shading around in USD renderman land... 
USDshade does fit the needs for pixar...

and materialX is is a shading creation and managing platform... wich does not need USD... but can replace USDshade if you wish...
mX does fit the needs for ilm...

both are created by the mothership disney...
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  3 Weeks Ago
New 1.36 specs are now online..
http://www.materialx.org
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  1 Week Ago
Good overview video from Animal Logic about there USD workflow.

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  1 Week Ago
an other video from Animal Logic.

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  1 Week Ago
if someone is at Siggraph there will be a talk about matX...

Quote: As mentioned before, we will be holding a MaterialX Birds-of-a-Feather session at Siggraph 2018 in Vancouver, BC:

    MaterialX: An Open Standard for Network-Based CG Object Looks
    Monday August 13, 10:30am-12:00noon
    Pan Pacific Hotel, Pacific Rim 2 room

Here is a list of who will be speaking, and about what:   
•    Doug Smythe, Industrial Light & Magic: "MaterialX: What's New in v1.36"
    •    Jonathan Stone, Lucasfilm Advanced Development Group: "MaterialX in Production at Lucasfilm (2018)" and "MaterialX Open Source "
    •    Guido Quaroni, Pixar: "USD and MaterialX"
    •    Davide Pesare, Allegorithmic Labs: "MaterialX and Substance"
    •    Örn Gunnarsson, Autodesk: "MaterialX @ Autodesk"
    •    Henrik Edström, Autodesk: "MaterialX in Architecture & Design"
Hope to see you there!
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  16 Hours Ago
RodeoFX opensourced its inhouse USD plugin Walter for maya.
https://www.rodeofx.com/en/news/walter


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Last edited by oglu : 16 Hours Ago at 06:58 AM.
 
  8 Hours Ago
Now this looks interesting. The first implementation that seems useful out-of-the box without the help of an in-house programming department. They even provide binaries for linux. Cool. I will definitely play with that.
But I wonder if Autodesk will implement some USD or MaterialX stuff natively in Maya2019, more aimed at a general audience and not so studio specific.

Edit: The walter standin can also load standard alembic files. So it's useful even if you don't use usd. It's like gpuCache on speed, with attribute overrides, material assignments, hydra viewport rendering.
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Last edited by colt : 8 Hours Ago at 02:59 PM.
 
  8 Hours Ago
@colt

mate think u can recompile it for win?
 
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