Since this topic may not be familiar to many on here:<p>MaterialX (<a href="https://materialx.org/" rel="nofollow noreferrer">https://materialx.org/</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://www.ncbi.nlm.nih.gov/pmc/articles/PMC4930030/" rel="nofollow noreferrer">https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4930030/</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.