Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

EXT_texture_procedurals_mx_1_39 Support Standard Surface #2465

Open
DennisSmolek opened this issue Dec 22, 2024 · 0 comments
Open

EXT_texture_procedurals_mx_1_39 Support Standard Surface #2465

DennisSmolek opened this issue Dec 22, 2024 · 0 comments

Comments

@DennisSmolek
Copy link

I get the idea of the system being to match the PBR shader node which makes sense, however MANY of the mtlx materials are made using the standard surface.

The standard shader system needs to map to it but a procedural one doesn't really.

I am working on bringing the extension to threeJS and we already support importing MaterialX mtlx files directly: https://threejs.org/examples/?q=materialx#webgpu_loader_materialx

These are all standard surface files.

I see that the JSON conversion works for "unsupported" graphs however it doesn't generate a material for it nor assign it to assets breaking the gltf.

I suggest a few options:

  1. Put the onus on the end user on how they handle standard vs PBR surfaces. By passing this along renderers/loaders will map the output to their system. This is the least impact and lets most standard existing MaterialX assets (both standard surface and GLTF_PBR) work

  2. Put conversion into the converter library. If a standard surface is detected, inject The Existing Conversion Node
    The downside with this is it forces all systems to use the conversion library which they may not do.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

1 participant