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Add flake node implementations#2676

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msuzuki-nvidia wants to merge 7 commits intoAcademySoftwareFoundation:mainfrom
msuzuki-nvidia:add-flake-nodes
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Add flake node implementations#2676
msuzuki-nvidia wants to merge 7 commits intoAcademySoftwareFoundation:mainfrom
msuzuki-nvidia:add-flake-nodes

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@msuzuki-nvidia
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This PR adds GLSL and MDL implementations for the flake nodes proposed in #2609.

Nodes to add:

  • <flake2d>
  • <flake3d>

@jstone-lucasfilm
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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>
@msuzuki-nvidia
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@jstone-lucasfilm Resolved. I hope we can get reviews on PRs more regularly before they expire.

@jstone-lucasfilm
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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).

@crydalch
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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 !

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4 participants