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Academy Software Foundation Announces OpenPBR, a New Subproject of MaterialX

36 pointsby franzbalmost 2 years ago

3 comments

dagmxalmost 2 years ago
Since this topic may not be familiar to many on here:<p>MaterialX (<a href="https:&#x2F;&#x2F;materialx.org&#x2F;" rel="nofollow noreferrer">https:&#x2F;&#x2F;materialx.org&#x2F;</a> ) is a node graph based way to author the surface characteristics of 3D models. It also has shader code generation capabilities for GLSL(OpenGL), MDL(NVIDIA), OSL(OpenShadingLanguage) and MSL(Apples Metal). It was created by Industrial Light and Magic for the new Star Wars trilogy and allows them to abstract the shader definition from the rendering backend. E.g you have the same shader for real-time and offline renderers.<p>OpenPBR is a shading model (or more accurately a BSDF <a href="https:&#x2F;&#x2F;www.ncbi.nlm.nih.gov&#x2F;pmc&#x2F;articles&#x2F;PMC4930030&#x2F;" rel="nofollow noreferrer">https:&#x2F;&#x2F;www.ncbi.nlm.nih.gov&#x2F;pmc&#x2F;articles&#x2F;PMC4930030&#x2F;</a> ) within MaterialX. It’s the successor of shading models from Autodesk and Adobe who combined their work to make one consistent one.<p>MaterialX support across the industry is growing. Multiple renderers support it, Blender has a PR in progress courtesy of AMD, Apple use it for their shadergraph for VisionOS development just to name a few.
bhoustonalmost 2 years ago
My understanding is that this is an evolution of the Autodeks Standard Surface (<a href="https:&#x2F;&#x2F;autodesk.github.io&#x2F;standard-surface&#x2F;" rel="nofollow noreferrer">https:&#x2F;&#x2F;autodesk.github.io&#x2F;standard-surface&#x2F;</a>), which itself is a superset of the glTF 2.0 material with its PBR extensions (<a href="https:&#x2F;&#x2F;github.com&#x2F;KhronosGroup&#x2F;glTF&#x2F;blob&#x2F;main&#x2F;extensions&#x2F;README.md">https:&#x2F;&#x2F;github.com&#x2F;KhronosGroup&#x2F;glTF&#x2F;blob&#x2F;main&#x2F;extensions&#x2F;RE...</a> ). This OpenPBR is designed to handle Hollywood VFX type effects as well as real-time, thus it is more complex than glTF&#x27;s PBR materials which are real-time focused.<p>Together this means there is a lot of alignment between these models. I wouldn&#x27;t be surprised to see a glTF 3.0 that adopts the OpenPBR as its main material definition, skipping the current extension complexity.<p>OpenPBR for material exchange combined with MaterialX for shader graph exchange combined (<a href="https:&#x2F;&#x2F;materialx.org" rel="nofollow noreferrer">https:&#x2F;&#x2F;materialx.org</a>) with OpenUSD for geometry and scene graph exchange, means together we are headed into a world where high quality 3D assets are exchangeable between content creation tools.
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mring33621almost 2 years ago
The current headline is meaningless to someone not into computer graphics&#x2F;rendering.
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