MaterialX: Export Principled BSDF as OpenPBR Surface
Switch from Standard Surface to OpenPBR as the exported MaterialX surface, since this is the new standard more renderers are adopting and it more closely matches the Principled BSDF implementation. Anisotropy support is improved though still not quite the same, as formulas are different. Nodes are generated to apply anisotropic rotation to the tangent vector, as there is no corresponding parameter in OpenPBR. Fixes #138164 Authored by Apple: Lee Kerley Pull Request: https://projects.blender.org/blender/blender/pulls/138165
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committed by
Brecht Van Lommel
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67ba636006
commit
af0cfcb01c
@@ -1150,7 +1150,7 @@ class USDExportTest(AbstractUSDTest):
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self.assertTrue(shader, "Connected prim is not a shader")
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shader_id = shader.GetIdAttr().Get()
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self.assertEqual(shader_id, "ND_standard_surface_surfaceshader", "Shader is not a Standard Surface")
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self.assertEqual(shader_id, "ND_open_pbr_surface_surfaceshader", "Shader is not an OpenPBR Surface")
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def test_hooks(self):
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"""Validate USD Hook integration for both import and export"""
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