Comments (2)
This is a great catch as well, thanks @HardCoreCodin. If you have the bandwidth to address the two issues that you caught, feel free to propose PRs for these!
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Thank you @jstone-lucasfilm for your consideration. I would not be looking to fix those, as I've only looked at 2 of the backends and am not actually using any of them (I use a different backend). I am using existing graph editors like Material Graph Editor that comes with the library and QuiltiX, as a way of authoring MaterialX node graphs and then importing them into a rendering application. My backend implements the nodes according to the MaterialX spec, so most importantly - I am using these editors to visually validate my implementation against them. Especially the built-in Material Graph Editor that comes with the library, should be considered safe to use as reference point, in my opinion. It gets a bit confusing when my nodes are up to spec and yet my results appear different from what's in the library's editor. As far as I understand, all these editors use the library's backends for code generation so inherit these issues when these backends aren't to spec.
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Related Issues (20)
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- GlslRenderer not working in Python virtual environment HOT 19
- Incorrect implementation of Convert_Vector2_Vector3 HOT 2
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- Wrap a mtlx document into a nodedef (through API or graphEditor) HOT 7
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- Specification Query: Can top level outputs be connected to upstream nodegraph?
- Clarify ABI compatibility rules in MaterialX HOT 5
- Suggestion: Add more Global Nodes HOT 3
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- 1.39 "channels" upgrade in creating incorrect connections on some nodegraph configurations HOT 2
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