Jonathan Stone

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Lead Rendering Engineer, Materials and Shading at the Lucasfilm Advanced Development Group. Former graphics lead at Double Fine Productions. Music nerd.

MaterialX v1.39.4 has been released!

This version adds support for WebGPU Shading Language, hex-tiled and lat-long images, NanoColor spaces, 2D fractals, animated materials, and many contributions from our participants in ASWF Dev Days 2025.

https://github.com/AcademySoftwareFoundation/MaterialX/releases/tag/v1.39.4

For interested folks who couldn't attend the event, the video for our recent MaterialX and OpenPBR Virtual Town Hall is now posted:

https://www.youtube.com/watch?v=GTSRNGQNOe4

MaterialX Virtual Town Hall 2025

YouTube

Thanks to our colleagues at Autodesk, IKEA, NVIDIA, OTOY, and Pixar Animation Studios for their amazing work on the MaterialX and OpenPBR Virtual Town Hall for ASWF Open Source Days 2025.

The full slide deck can be found at https://materialx.org/assets/ASWF_OSD2025_MaterialX_Final.pdf

Highlighting one talk at this event, Johan Bowald from IKEA will present new work on Shader Translation Graphs in content production.

The two renders below are of a MaterialX cloth material, with the original Standard Surface on the left, and the glTF PBR translation on the right.

Join us on August 5th for the MaterialX Virtual Townhall at ASWF Open Source Days 2025, featuring presentations from Autodesk, IKEA, Lucasfilm, NVIDIA, OpenPBR, OTOY, and Pixar.

https://events.linuxfoundation.org/open-source-days/program/virtual-town-halls/

Join us on August 5th for the MaterialX and OpenPBR Virtual Townhall at ASWF Open Source Days 2025, featuring presentations from Autodesk, IKEA, Lucasfilm, NVIDIA, OTOY, and Pixar RenderMan.

https://events.linuxfoundation.org/open-source-days/program/virtual-town-halls/

Virtual Townhalls | LF Events

Leading up to our main program on August 10, we will be holding a series of virtual town halls for Academy Software Foundation projects including MaterialX, OpenCue, OpenColorIO, Open RV, among others.

LF Events
Join the 3D Asset Interoperability Working Group on April 30th for the education session, Material Convergence - MaterialX, glTF, and USD with Jonathan Stone and Ed Mackey. All members are welcome! Not a member? Join us - https://metaverse-standards.org/members/
#glTF #MaterialX #USD
Join the Forum

Metaverse Standards Forum

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

The PBR Database API

A database of physically based values for CG artists.

MaterialX v1.39.3 has been released!

This version is primarily focused on the alignment between MaterialX and OpenUSD, with a number of improvements and fixes that support an upgrade to MaterialX v1.39.3 as the default version in OpenUSD 25.05.

Additionally, it adds support for OSL v1.14 and MDL v1.10, and includes optimizations to ShaderGen and GitHub CI to improve performance for artists and developers working with MaterialX.

https://github.com/AcademySoftwareFoundation/MaterialX/releases/tag/v1.39.3

Release Version 1.39.3 · AcademySoftwareFoundation/MaterialX

Added Added support for the fract node, with implementations in GLSL, OSL, and MDL. Added a bitangent input to the bump node, aligning its feature set with the normalmap node. Added support for OS...

GitHub
MaterialX v1.39.2 also brings improvements to the classic Worley noise technique, contributed by Chris Rydalch at SideFX and seen here in Karma for Houdini.