Hey,
Since there is no ambient occlusion definition that ships with MaterialX other than an incomplete osl definition I was wondering how this node works?
I would like to write my own definition of Ambient Occlusion as well as other useful shaders such as curvature so I would love some insights into how this node works.
Also I was wondering how exactly karma interprets MaterialX shaders since it doesn’t use HdMtlxCreateMtlxDocumentFromHdNetwork So I’m assuming it doesn’t convert the shaders to GLSL. I’m also assuming it doesn’t convert it to Vex due to the lack of compatibility with vex shaders so I’m wondering what the materials are being converted to become usable with Karma?
Best,
Rich
Mtlx ambientocclusion definition
1950 1 2- Hypershader
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- Fordencore1966
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I would like to write my own definition of Ambient Occlusion as well as other useful shaders such as curvature so I would love some insights into how this node works.
I've tried to reproduce this algorithm here and it doesn't work - although I'm just learning....
Your text to link here... [www.sidefx.com]
Edited by Fordencore1966 - May 28, 2024 14:47:34
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