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Thanks for starting this up, great start! Some thoughts:
Just some thoughts, but thanks again for starting this! |
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Thanks for your review @crydalch !
Good point, I have updated this (a8e705c)
This was originally brough up as a convenience for all those applications which does not have good variant support.
I am personally fine to make the switch now, especially as we can have backward compatibility by a simple variant switch. (577a8c1) What do you think ?
Very good point, I have added it and other information about the update in the README (34b042b) |
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Summary
This PR fixes #91 by adding a
material_modelvariant set on various prims to select an OpenPBR surface shader instead of the existing surface shader.We keep backward compatibility by setting
material_modelvariants set tostandard_surfaceto keep the legacy behavior and look.For easy consumption a new "top layer" stage file
standard_shader_ball_scene_openpbr.usdahas been added.Note that this PR keeps the current ways of specifying looks: when a MaterialX document was used, I have added another one for OpenPBR tagged with MaterialX v1.39, where
UsdShadegraphs were used I have simply added new nodes.Ideally we should strive to create MaterialX document for
mtlxnodegraphs so that MaterialX data versionning and upgrading cna be handled viausdMtlx.Quick test of using

standard_shader_ball_scene_openpbr.usdain Maya and trying some variants fromexample_materialvariant set