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Added uinames to ambiguously named nodes
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JGamache-autodesk committed Aug 2, 2024
1 parent 1d066bb commit 3e6f8e9
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Showing 14 changed files with 312 additions and 312 deletions.
2 changes: 1 addition & 1 deletion libraries/bxdf/disney_brdf_2012.mtlx
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<?xml version="1.0"?>
<materialx version="1.39" colorspace="lin_rec709">
<nodedef name="ND_disney_brdf_2012_surface" node="disney_brdf_2012" nodegroup="pbr">
<nodedef name="ND_disney_brdf_2012_surface" node="disney_brdf_2012" uiname="Disney BRDF 2012" nodegroup="pbr">
<input name="baseColor" type="color3" value="0.16, 0.16, 0.16" />
<input name="metallic" type="float" value="0" />
<input name="subsurface" type="float" value="0" />
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2 changes: 1 addition & 1 deletion libraries/bxdf/disney_brdf_2015.mtlx
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<?xml version="1.0"?>
<materialx version="1.39" colorspace="lin_rec709">
<nodedef name="ND_disney_bsdf_2015_surface" node="disney_bsdf_2015" nodegroup="pbr">
<nodedef name="ND_disney_bsdf_2015_surface" node="disney_bsdf_2015" uiname="Disney BSDF 2015" nodegroup="pbr">
<input name="baseColor" type="color3" value="0.16, 0.16, 0.16" />
<input name="metallic" type="float" value="0" />
<input name="roughness" type="float" value="0.5" />
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16 changes: 8 additions & 8 deletions libraries/bxdf/gltf_pbr.mtlx
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<?xml version="1.0"?>
<materialx version="1.39">
<nodedef name="ND_gltf_pbr_surfaceshader" node="gltf_pbr" nodegroup="pbr" doc="glTF PBR" version="2.0.1" isdefaultversion="true">
<nodedef name="ND_gltf_pbr_surfaceshader" node="gltf_pbr" nodegroup="pbr" doc="glTF PBR" uiname="glTF PBR" version="2.0.1" isdefaultversion="true">
<input name="base_color" type="color3" value="1, 1, 1" uimin="0, 0, 0" uimax="1, 1, 1" uiname="Base Color" uifolder="Base" />
<input name="metallic" type="float" value="1" uimin="0" uimax="1" uiname="Metallic" uifolder="Base" />
<input name="roughness" type="float" value="1" uimin="0" uimax="1" uiname="Roughness" uifolder="Base" />
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Node: <gltf_colorimage> Supplemental Node
Multiply a color4 image modulated by uniform color and geometry color. Default uniform and geometry colors are 1,1,1,1 which results in no change to the image.
-->
<nodedef name="ND_gltf_colorimage" node="gltf_colorimage" version="1.0" isdefaultversion="true" nodegroup="texture2d">
<nodedef name="ND_gltf_colorimage" node="gltf_colorimage" uiname="glTF Color Image" version="1.0" isdefaultversion="true" nodegroup="texture2d">
<input name="file" type="filename" uniform="true" value="" uifolder="Image" />
<input name="default" type="color4" value="0, 0, 0, 0" uifolder="Image" />
<input name="texcoord" type="vector2" defaultgeomprop="UV0" uifolder="Image" />
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Node: <gltf_image>
color3 image lookup which matches glTF
-->
<nodedef name="ND_gltf_image_color3_color3_1_0" node="gltf_image" version="1.0" isdefaultversion="true" nodegroup="texture2d">
<nodedef name="ND_gltf_image_color3_color3_1_0" node="gltf_image" uiname="glTF Image" version="1.0" isdefaultversion="true" nodegroup="texture2d">
<input name="file" type="filename" uniform="true" value="" />
<input name="factor" type="color3" value="1,1,1" />
<input name="default" type="color3" value="0, 0, 0" />
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Node: <gltf_image>
color4 image lookup which matches glTF
-->
<nodedef name="ND_gltf_image_color4_color4_1_0" node="gltf_image" version="1.0" isdefaultversion="true" nodegroup="texture2d">
<nodedef name="ND_gltf_image_color4_color4_1_0" node="gltf_image" uiname="glTF Image" version="1.0" isdefaultversion="true" nodegroup="texture2d">
<input name="file" type="filename" uniform="true" value="" />
<input name="factor" type="color4" value="1,1,1,1" />
<input name="default" type="color4" value="0, 0, 0, 0" />
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Node: <gltf_image>
float image lookup which matches glTF
-->
<nodedef name="ND_gltf_image_float_float_1_0" node="gltf_image" version="1.0" isdefaultversion="true" nodegroup="texture2d">
<nodedef name="ND_gltf_image_float_float_1_0" node="gltf_image" uiname="glTF Image" version="1.0" isdefaultversion="true" nodegroup="texture2d">
<input name="file" type="filename" uniform="true" value="" />
<input name="factor" type="float" value="1" />
<input name="default" type="float" value="0" />
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Node: <gltf_image>
vector3 image lookup which matches glTF
-->
<nodedef name="ND_gltf_image_vector3_vector3_1_0" node="gltf_image" version="1.0" isdefaultversion="true" nodegroup="texture2d">
<nodedef name="ND_gltf_image_vector3_vector3_1_0" node="gltf_image" uiname="glTF Image" version="1.0" isdefaultversion="true" nodegroup="texture2d">
<input name="file" type="filename" uniform="true" value="" />
<input name="default" type="vector3" value="0, 0, 0" />
<input name="texcoord" type="vector2" defaultgeomprop="UV0" />
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Node: <gltf_normalmap>
normalmap image lookup which matches glTF
-->
<nodedef name="ND_gltf_normalmap_vector3_1_0" node="gltf_normalmap" version="1.0" isdefaultversion="true" nodegroup="texture2d">
<nodedef name="ND_gltf_normalmap_vector3_1_0" node="gltf_normalmap" uiname="glTF Normal Map" version="1.0" isdefaultversion="true" nodegroup="texture2d">
<input name="file" type="filename" uniform="true" value="" />
<input name="default" type="vector3" value="0.5, 0.5, 1" />
<input name="texcoord" type="vector2" defaultgeomprop="UV0" />
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Node: <gltf_iridescence>
normalmap image lookup which matches glTF
-->
<nodedef name="ND_gltf_iridescence_thickness_float_1_0" node="gltf_iridescence_thickness" version="1.0" isdefaultversion="true" nodegroup="texture2d">
<nodedef name="ND_gltf_iridescence_thickness_float_1_0" node="gltf_iridescence_thickness" uiname="glTF Iridescence Thickness" version="1.0" isdefaultversion="true" nodegroup="texture2d">
<input name="file" type="filename" uniform="true" value="" uifolder="Image" />
<input name="default" type="vector3" value="0, 0, 0" uifolder="Image" />
<input name="texcoord" type="vector2" defaultgeomprop="UV0" uifolder="Image" />
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2 changes: 1 addition & 1 deletion libraries/bxdf/lama/lama_sss.mtlx
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<?xml version="1.0"?>
<materialx version="1.39" colorspace="acescg">
<nodedef name="ND_lama_sss" node="LamaSSS" nodegroup="pbr" doc="Lama SSS" version="1.0" isdefaultversion="true">
<nodedef name="ND_lama_sss" node="LamaSSS" uiname="Lama Subsurface Scattering" nodegroup="pbr" doc="Lama SSS" version="1.0" isdefaultversion="true">
<input name="color" type="color3" value="0.18, 0.18, 0.18" uiname="Color" uifolder="Main"
doc="Diffuse color (aka albedo), defining what ratio of light is reflected -- or transmitted -- for each color channel." />
<input name="normal" type="vector3" defaultgeomprop="Nworld" uiname="Normal" uifolder="Main"
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2 changes: 1 addition & 1 deletion libraries/bxdf/open_pbr_surface.mtlx
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<!--
OpenPBR Anisotropy node definition
-->
<nodedef name="ND_open_pbr_anisotropy" node="open_pbr_anisotropy" nodegroup="pbr"
<nodedef name="ND_open_pbr_anisotropy" node="open_pbr_anisotropy" uiname="OpenPBR Anisotropy" nodegroup="pbr"
doc="Computes anisotropic surface roughness as defined in the OpenPBR specification.">
<input name="roughness" type="float" value="0.0" />
<input name="anisotropy" type="float" value="0.0" />
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<?xml version="1.0"?>
<materialx version="1.39">

<nodedef name="ND_open_pbr_surface_to_standard_surface" node="open_pbr_surface_to_standard_surface" nodegroup="translation">
<nodedef name="ND_open_pbr_surface_to_standard_surface" node="open_pbr_surface_to_standard_surface" uiname="OpenPBR Surface to Standard Surface" nodegroup="translation">
<input name="base_weight" type="float" value="1.0" />
<input name="base_color" type="color3" value="0.8, 0.8, 0.8" />
<input name="base_diffuse_roughness" type="float" value="0.0" />
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<?xml version="1.0"?>
<materialx version="1.39">

<nodedef name="ND_standard_surface_to_gltf_pbr" node="standard_surface_to_gltf_pbr" nodegroup="translation">
<nodedef name="ND_standard_surface_to_gltf_pbr" node="standard_surface_to_gltf_pbr" uiname="Standard Surface to glTF PBR" nodegroup="translation">
<input name="base" type="float" value="1" />
<input name="base_color" type="color3" value="0.8, 0.8, 0.8" />
<input name="metalness" type="float" value="0" />
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<?xml version="1.0"?>
<materialx version="1.39">

<nodedef name="ND_standard_surface_to_open_pbr_surface" node="standard_surface_to_open_pbr_surface" nodegroup="translation">
<nodedef name="ND_standard_surface_to_open_pbr_surface" node="standard_surface_to_open_pbr_surface" uiname="Standard Surface to OpenPBR Surface" nodegroup="translation">
<input name="base" type="float" value="0.8" />
<input name="base_color" type="color3" value="1.0, 1.0, 1.0" />
<input name="diffuse_roughness" type="float" value="0" />
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2 changes: 1 addition & 1 deletion libraries/bxdf/translation/standard_surface_to_usd.mtlx
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<?xml version="1.0"?>
<materialx version="1.39">

<nodedef name="ND_standard_surface_to_UsdPreviewSurface" node="standard_surface_to_UsdPreviewSurface" nodegroup="translation">
<nodedef name="ND_standard_surface_to_UsdPreviewSurface" node="standard_surface_to_UsdPreviewSurface" uiname="Standard Surface to USD Preview Surface" nodegroup="translation">
<input name="metalness" type="float" value="0" />
<input name="base" type="float" value="1" />
<input name="base_color" type="color3" value="0.8, 0.8, 0.8" />
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24 changes: 12 additions & 12 deletions libraries/bxdf/usd_preview_surface.mtlx
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Expand Up @@ -6,7 +6,7 @@
<!-- ======================================================================== -->

<!-- Node: UsdPreviewSurface -->
<nodedef name="ND_UsdPreviewSurface_surfaceshader" node="UsdPreviewSurface" nodegroup="pbr" doc="USD preview surface shader" version="2.3" isdefaultversion="true">
<nodedef name="ND_UsdPreviewSurface_surfaceshader" node="UsdPreviewSurface" uiname="USD Preview Surface" nodegroup="pbr" doc="USD preview surface shader" version="2.3" isdefaultversion="true">
<input name="diffuseColor" type="color3" value="0.18, 0.18, 0.18" uimin="0,0,0" uimax="1,1,1" />
<input name="emissiveColor" type="color3" value="0, 0, 0" uimin="0,0,0" uisoftmax="1,1,1" />
<input name="useSpecularWorkflow" type="integer" value="0" uimin="0" uimax="1" uistep="1" />
Expand All @@ -25,7 +25,7 @@
</nodedef>

<!-- Node: UsdUVTexture -->
<nodedef name="ND_UsdUVTexture" node="UsdUVTexture" nodegroup="texture2d" version="2.2" inherit="ND_UsdUVTexture_23">
<nodedef name="ND_UsdUVTexture" node="UsdUVTexture" uiname="USD UV Texture" nodegroup="texture2d" version="2.2" inherit="ND_UsdUVTexture_23">
<output name="r" type="float" />
<output name="g" type="float" />
<output name="b" type="float" />
Expand All @@ -34,7 +34,7 @@
<output name="rgba" type="color4" />
</nodedef>

<nodedef name="ND_UsdUVTexture_23" node="UsdUVTexture" nodegroup="texture2d" version="2.3" isdefaultversion="true">
<nodedef name="ND_UsdUVTexture_23" node="UsdUVTexture" uiname="USD UV Texture" nodegroup="texture2d" version="2.3" isdefaultversion="true">
<input name="file" type="filename" value="" uniform="true" />
<input name="st" type="vector2" defaultgeomprop="UV0" />
<input name="wrapS" type="string" value="periodic" enum="black,clamp,periodic,mirror" uniform="true" />
Expand All @@ -50,51 +50,51 @@
</nodedef>

<!-- Node: UsdPrimvarReader -->
<nodedef name="ND_UsdPrimvarReader_integer" nodegroup="geometric" node="UsdPrimvarReader">
<nodedef name="ND_UsdPrimvarReader_integer" nodegroup="geometric" node="UsdPrimvarReader" uiname="USD Primvar Reader">
<input name="varname" type="string" value="" uniform="true" />
<input name="fallback" type="integer" value="0" />
<output name="out" type="integer" />
</nodedef>
<nodedef name="ND_UsdPrimvarReader_boolean" nodegroup="geometric" node="UsdPrimvarReader">
<nodedef name="ND_UsdPrimvarReader_boolean" nodegroup="geometric" node="UsdPrimvarReader" uiname="USD Primvar Reader">
<input name="varname" type="string" value="" uniform="true" />
<input name="fallback" type="boolean" value="false" />
<output name="out" type="boolean" />
</nodedef>
<nodedef name="ND_UsdPrimvarReader_string" nodegroup="geometric" node="UsdPrimvarReader">
<nodedef name="ND_UsdPrimvarReader_string" nodegroup="geometric" node="UsdPrimvarReader" uiname="USD Primvar Reader">
<input name="varname" type="string" value="" uniform="true" />
<input name="fallback" type="string" value="" />
<output name="out" type="string" />
</nodedef>
<nodedef name="ND_UsdPrimvarReader_float" nodegroup="geometric" node="UsdPrimvarReader">
<nodedef name="ND_UsdPrimvarReader_float" nodegroup="geometric" node="UsdPrimvarReader" uiname="USD Primvar Reader">
<input name="varname" type="string" value="" uniform="true" />
<input name="fallback" type="float" value="0" />
<output name="out" type="float" />
</nodedef>
<nodedef name="ND_UsdPrimvarReader_vector2" nodegroup="geometric" node="UsdPrimvarReader">
<nodedef name="ND_UsdPrimvarReader_vector2" nodegroup="geometric" node="UsdPrimvarReader" uiname="USD Primvar Reader">
<input name="varname" type="string" value="" uniform="true" />
<input name="fallback" type="vector2" value="0, 0" />
<output name="out" type="vector2" />
</nodedef>
<nodedef name="ND_UsdPrimvarReader_vector3" nodegroup="geometric" node="UsdPrimvarReader">
<nodedef name="ND_UsdPrimvarReader_vector3" nodegroup="geometric" node="UsdPrimvarReader" uiname="USD Primvar Reader">
<input name="varname" type="string" value="" uniform="true" />
<input name="fallback" type="vector3" value="0, 0, 0" />
<output name="out" type="vector3" />
</nodedef>
<nodedef name="ND_UsdPrimvarReader_vector4" nodegroup="geometric" node="UsdPrimvarReader">
<nodedef name="ND_UsdPrimvarReader_vector4" nodegroup="geometric" node="UsdPrimvarReader" uiname="USD Primvar Reader">
<input name="varname" type="string" value="" uniform="true" />
<input name="fallback" type="vector4" value="0, 0, 0, 0" />
<output name="out" type="vector4" />
</nodedef>
<!-- TODO: Getting primvar of matrix type is not supported in MaterialX standard library.
<nodedef name="ND_UsdPrimvarReader_matrix44" node="UsdPrimvarReader">
<nodedef name="ND_UsdPrimvarReader_matrix44" node="UsdPrimvarReader" uiname="USD Primvar Reader">
<input name="varname" type="string" />
<input name="fallback" type="matrix44" value="1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1" />
<output name="out" type="matrix44" />
</nodedef>
-->

<!-- Node: UsdTransform2d -->
<nodedef name="ND_UsdTransform2d" nodegroup="math" node="UsdTransform2d">
<nodedef name="ND_UsdTransform2d" nodegroup="math" node="UsdTransform2d" uiname="USD Transform 2D">
<input name="in" type="vector2" value="0, 0" />
<input name="rotation" type="float" value="0" />
<input name="scale" type="vector2" value="1, 1" />
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