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EMSUSD-612 - Add support for MaterialX 1.38.8 #3323
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Required lighting changes since some function disappeared. Required updated unit test due to improved blending of the triplanar projection node.
vec3 comp = mx_ggx_energy_compensation(NdotV, avgAlpha, F); | ||
vec3 Li = mix(g_specularI, g_diffuseI, avgAlpha); | ||
return Li * F * G * comp; | ||
} |
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This is a backup of the file one level above this and will work with MaterialX 1.38.4 to 1.38.7.
{ | ||
return vec3(0); | ||
return vec3(0.0); | ||
} |
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Took the latest mx_environment_none.glsl from MaterialX.
float phongExp = mayaRoughnessToPhongExp(sqrt(avgAlpha)); | ||
vec3 Li = mayaGetSpecularEnvironment(N, V, phongExp); | ||
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return Li * F * G * comp; | ||
return Li * FG; |
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Took the latest mx_environment_prefilter.glsl from MaterialX and adapted it for Maya lighting.
vec3 Y = normalize(cross(N, X)); | ||
X = cross(Y, N); | ||
X = normalize(X - dot(X, N) * N); | ||
vec3 Y = cross(N, X); |
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Took the latest mx_environment_fis.glsl from MaterialX and adapted it for Maya lighting.
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Looks good
@seando-adsk Ready for merge. |
Required lighting changes since some function disappeared. Required updated unit test due to improved blending of the triplanar projection node.