Add flake node implementations#2676
Add flake node implementations#2676msuzuki-nvidia wants to merge 7 commits intoAcademySoftwareFoundation:mainfrom
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Apologies for the delay in reviewing this, @msuzuki-nvidia, and I'd like to return community focus to this PR. Would you mind addressing the merge conflicts, so that we can begin testing this in the latest MaterialX codebase? |
Signed-off-by: Masuo Suzuki <153872239+msuzuki-nvidia@users.noreply.github.com>
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@jstone-lucasfilm Resolved. I hope we can get reviews on PRs more regularly before they expire. |
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That's my aim, @msuzuki-nvidia, to gather sufficient community focus on this PR that it can be reviewed and merged. Bringing it up for our next MaterialX TSC seems like a good first step along that path. |
| |`bitangent` |The surface bitangent vector, used to construct the tangent space |vector3|_Bworld_| | ||
| |`id` |Output: unique identifier for each flake. 0 for no flake |integer|0 | | ||
| |`rand` |Output: random value per flake for additional variation. 0.0 for no flake |float |0.0 | | ||
| |`presence` |Output: presence value per flake. 0.0 for no flake |float |0.0 | |
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This is the tiniest of notes, but in the spec doc, I think it'd be helpful to also mention presence is a depth-based value (for both 2d/3d entries, of course).
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Added a small note on the spec doc, but it otherwise looks good. No further comments from us since looking at the proposal in October, this will be welcome/exciting! Sorry we didn't transfer our thumbs-up to the PR when it came online in November. Thanks @msuzuki-nvidia ! |
This PR adds GLSL and MDL implementations for the flake nodes proposed in #2609.
Nodes to add:
<flake2d><flake3d>