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- For multi-backend support for Vulkan, MDL, Metal, etc applications need to maintain multiple Shader Gen paths that can easily get out of sync and are hard to maintain.
- MaterialX nodes as ground truth definitions of UsdPreviewSurface.
- UsdLux v.s MaterialX Light nodes
- Customize shaders for selection, highlighting.
- For Hardware renderers customize shader stages, render state management
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Topics for review
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MaterialX Examples
Namespaces and
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Versioning
Tokens usage
https://github.com/autodesk-forks/MaterialX/blob/adsk_contrib/dev/resources/Materials/TestSuite/stdlib/adsklib/adsk_token_nodetexture/tokenGraph.mtlx
Node variations:
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