[HN Gopher] Academy Software Foundation Announces OpenPBR, a New...
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Academy Software Foundation Announces OpenPBR, a New Subproject of
MaterialX
Author : franzb
Score : 29 points
Date : 2023-08-02 16:54 UTC (6 hours ago)
(HTM) web link (www.aswf.io)
(TXT) w3m dump (www.aswf.io)
| bhouston wrote:
| My understanding is that this is an evolution of the Autodeks
| Standard Surface (https://autodesk.github.io/standard-surface/),
| which itself is a superset of the glTF 2.0 material with its PBR
| extensions
| (https://github.com/KhronosGroup/glTF/blob/main/extensions/RE...
| ). This OpenPBR is designed to handle Hollywood VFX type effects
| as well as real-time, thus it is more complex than glTF's PBR
| materials which are real-time focused.
|
| Together this means there is a lot of alignment between these
| models. I wouldn't be surprised to see a glTF 3.0 that adopts the
| OpenPBR as its main material definition, skipping the current
| extension complexity.
|
| OpenPBR for material exchange combined with MaterialX for shader
| graph exchange combined (https://materialx.org) with OpenUSD for
| geometry and scene graph exchange, means together we are headed
| into a world where high quality 3D assets are exchangeable
| between content creation tools.
| dagmx wrote:
| This is an evolution and merger of the Autodesk Standard
| Surface and Adobe Standard Surface.
|
| Edit: removed mention of subset/superset since his post
| corrected the typo
|
| But yes there's overlap as there will be in any PBR definition
| and I think the glTF spec can be considered a subset of this,
| closer to the preview variant.
| bhouston wrote:
| NOTE: I fixed the typo, it was intended to be "superset"
| rather than "subset."
| dagmx wrote:
| Awesome. I updated my post accordingly too
| dagmx wrote:
| Since this topic may not be familiar to many on here:
|
| MaterialX (https://materialx.org/ ) is a node graph based way to
| author the surface characteristics of 3D models. It also has
| shader code generation capabilities for GLSL(OpenGL),
| MDL(NVIDIA), OSL(OpenShadingLanguage) and MSL(Apples Metal). It
| was created by Industrial Light and Magic for the new Star Wars
| trilogy and allows them to abstract the shader definition from
| the rendering backend. E.g you have the same shader for real-time
| and offline renderers.
|
| OpenPBR is a shading model (or more accurately a BSDF
| https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4930030/ ) within
| MaterialX. It's the successor of shading models from Autodesk and
| Adobe who combined their work to make one consistent one.
|
| MaterialX support across the industry is growing. Multiple
| renderers support it, Blender has a PR in progress courtesy of
| AMD, Apple use it for their shadergraph for VisionOS development
| just to name a few.
| mring33621 wrote:
| The current headline is meaningless to someone not into computer
| graphics/rendering.
| jsheard wrote:
| HN policy, for better or worse, is to copy the headline from
| the article exactly. In my experience any tweaks to the title
| just get reverted by the mods.
| franzb wrote:
| That's fair, but so are many headlines to people not intimately
| involved with the corresponding projects or tech stacks :)
| kunwon1 wrote:
| I clicked on this after my brain told me that PBR stands for
| policy-based routing
| itronitron wrote:
| I had a hunch it was not going to be about Pabst Blue Ribbon,
| but I clicked the link anyway.
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(page generated 2023-08-02 23:01 UTC)