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The current MaterialX import in Hydra is handled by USD Scene Delegate using the UsdMtlx pluginlibrary.  MaterialX document can be imported into Usd /Hydra by:

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(see MaterialX in Hydra slides  https://www.materialx.org/assets/ASWF_OSD2021_MaterialX_slides_final.pdf)There is no support for exporting Shader networks to MaterialX.

1. MaterialX as UsdShade
(transport, composition, file format plugin, interop, shader definition)

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  • Shader Definition:  Treat MaterialX nodedef attributes (units, color space, fallbacks value, limits) as Shader data attributes instead of metadata. 
  • Shader Discovery:  Standardize on nodedef/nodegraph name mapping for better discovery of node variants. Improve versioning and nodedef namespace.
  • User Shader libraries:  Simplify transport of Custom nodedef (for modeling and viewport workflow)
  • Interop Integrity: For lossless synchronization, ensure validation mechanism / tests for Mtlx → UsdShade → Mtlx

2. MaterialX in Hydra
(visualization, viewport, runtime, rendering)

For HdStorm, a UsdShade Network is translated into HdMaterial Network. A MaterialX document is reconstructed from UsdShade HdMaterial Network to create glslfx via using MaterialX CodeGen.

The missing features in the UsdMtlx plugin makes HdStorm hard to use and extend for other Viewport work-flows. 

2.a HdMaterialNetwork from USD Scene Delegate (UsdShade)

There are (at least) two possible rendering workflows. 

  1. The translation process to UsdShade and back to MaterialX is undesired. UsdShade allows for resolving of  inputs only.

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  1. That is optimally rendering can occur from
    1. the source MaterialX reference or
    2. shader code can be independently (pre)-generated from MaterialX (or other source) but is associated with USDShade nodes  (e.g. code references per node in OSL).
  2. A translation process is required for UsdShade.

If MaterialX is required then CodeGen (or ShaderGen) functionality in Hydra a delegate is required to reconstruct a MaterialX document from UsdShade or natively handle UsdShade graphs.is available. Ideally this would be outside of Hydra (which is not the current case) 

Therefore an application is may be required to maintain MaterialX for rich material authoring workflows and translate to UsdShade networks for rich runtime visualization workflows. Often, an application might need to revert back to MaterialX for rich transport of material assets.
This dual mode operation requires unnecessary Shader Code regen such as during:

  • MaterialX topology updates require complete UsdShade regen.
  • MaterialX input updates require complete UsdShade regen.

We For USD Scene Delegate we want to continue to use USDShade - HdMaterialNetwork as the native runtime in Hydra but we want MaterialX as the ground truth and not have static snapshots in Usd form as they are duplicates that can get out of sync.

Goal: Goals:

            Improve MaterialX - UsdShade updates (both topology and inputs)

            Improve HdMaterialNetwork to MaterialX update.

            Improve Translation / ShaderGen independent from Hydra. 

This includes improving performance issues due to shader recompilation, handling updates to materials, material topology changes. We may also need to introduce Hydra and/or MaterialX APIs to report material input and network updates.

2.b HdMaterialNetwork from Custom Scene Delegate

A custom Scene delegate that uses MaterialX needs to build a custom plugin to convert MaterialX Network to HdMaterial Network, By refactoring the UsdMtlx code, we will be able to reuse this for Custom Scene Delegates. We will also benefit from improvements suggested earlier.


Miscellaneous items (for further discussion)

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Expand
titleMaterialX Version Sync

What is the desired process to keep USD up to date with a given version of MaterialX.

PropertyDescriptionUSD levelUSD/MTLX levelMTLX levelStatusProposal(s)
API change handlingSome versions break API compatibility.
YYNeed to discuss this. Jonathan Stone noted future versions need to be more careful about possible compatibility breaking changes (API, definition etc).
  • Individual fixes as they come (e.g. PR-1633)
Compile time versionAllow compile time version exposure.

Y
  • PR to know version of MTLX at compile time PR-704
1586









Expand
titleProperties List


PropertyDescriptionUSD levelUSD/MTLX levelMTLX levelStatusProposal(s)
namespaceHelpful to qualify definitions with a given scope to avoid name clashes.
e.g. there may be a Adobe vs ILM namespace.



Issue 1614 logged
  • Encode namespace as part of definition identifier (no consensus) (PR 1631)
colorspaceColor management tagging for inputs as well as color management system specification.Y

  • Agreement to support as formal property. Needs scoping and definition.
  • Issue 1532 logged for MTLX export. Internal issue: USD-6703 (old - pre-agreement)
  • "Follow what is going on with MaterialX". (vague)
ui value propertiesHints for UI. e.g. ui min, max, step etc.Y

Separate proposal for this.
unit / dimension supportSupport for a real world unit or dimension for an given shader input. The type of the unit may be dynamic / data driven.


Issue 1632 logged. Internal issue: USD-6928.
tokensImport and resolving of token names used for geometric and file identifiers. Can include consistency of token delimiters
Y


fileprefx



Issue 974 logged. Admin: not closed
  • Resolved in PR 977.
versionDefinition versioning


tbd








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Expand
titleCode Generation


PropertyTopicDescriptionUSD levelUSD/MTLX levelMTLX levelStatusProposal(s)
selection hilightingDisplay feature

HdStorm has no selection highlighting for geomteric primitives with MaterialX materials applied.



Y
Issue 1614 logged
  • Modify GLSLFX shadergen to apply 
    additional color overrides ?  (PR-1647)
parameter updatePerformancePrevent compiles on parameter changes by changing GLSFX code generation to use templated code and parameter buffer updates. 
YY

USD Issue:

MTX Issue: 710

  • MaterialX input parameters are no longer hardcoded in the shader but set from the parameter buffer
  • Support float and integer types with sizes between 1 and 4. Make sure that all other types are still hardcoded, so that there are no gaps
  • USD: PR-1664
  • ADSK MTLX PR: 1320.  
Texture binding code injectionBinding code injection 
Y


  • PR-1634 to address non-bindless texture issue
  • Q: This addresses GLSLFX, but as MTLX code gen changes this may not be robust or is this a one-off ?








usdview slow on idelPerformanceRoot cause not known yet.
Y
USD Issue: 1638



Reference:

Metadata discussions

  • Sdr can not differentiate between vector4 and color4 MaterialX inputs

https://groups.google.com/g/usd-interest/c/G8BSo8jzfyY/m/eCYFEWhrBQAJ

  • Associate unit information on value types

https://groups.google.com/g/usd-interest/c/uqCk8_TQ5uI/m/AWQArwGmAwAJ


Hydra discussions

  • Transport MaterialX using custom scene delegate

https://groups.google.com/g/usd-interest/c/tlID9vK210g/m/Kft8l3CeAgAJ

  • Dirty bits for HdMaterial

https://groups.google.com/g/usd-interest/c/xytT2azlJec/m/22Tnw4yXAAAJ