Yay… let’s see if this one’s actually gonna stick this time. #PBR #CGI #VFX #3D #b3d #Blender #blender3D
https://academysoftwarefoundation.github.io/OpenPBR/
MaterialX adds support for Slang Shader generation!
The Slang team at The Khronos Group is excited to announce a collaborative milestone: the MaterialX project now includes a dedicated Slang shader generator. MaterialX describes complex, hardware-agnostic look-development data. This integration positions Slang as a critical bridge for open-standard material interoperability
Learn more: https://www.aswf.io/blog/materialx-adds-support-for-slang-shader-generation/
@AcademySwf #materialx #slang #shaders #ASWF #machinelearning #openusd @openusd
The F82 tint values are usable in Blender Cycles with the Metallic BSDF. It’s also the specular tint model used in OpenPBR.
#CG #VFX #GameDev #Rendering #PBR #3D #MaterialX #B3D #Blender #Blender3D #OpenPBR
New metals include Beryllium, Cesium, Germanium, Iridium, Lithium, Magnesium, Manganese, Molybdenum, Palladium, Potassium, Rubidium, and Sodium
#CG #VFX #GameDev #Rendering #PBR #3D #MaterialX #B3D #Blender #Blender3D #UE5 #UnrealEngine #OpenPBR
New Github PR to #ThreeJS that adds much improved #MaterialX support.
New nodes & properties supported: thin film, sheen, transmission, rotate, determine, inverse, floor, reflect, refract, opacity, specular, anisotropy, etc...
Full details: https://github.com/mrdoob/three.js/pull/31439
Needle supporting ShaderGraph to three.js is coming
For Needle Engine, vanilla three AND react-three-fiber
I continuously update the database at https://api.physicallybased.info and the website at https://physicallybased.info
Some of the recent updates include:
- New materials
- New cameras (now also with resolutions)
- New light sources
- More accurate complex IOR values for metals
- Nicer display of references, with more info
- Started work on API v2
#CG #VFX #GameDev #Rendering #PBR #3D #MaterialX #B3D #Blender