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laserallan avatar laserallan commented on May 14, 2024 1

Ok, I'll see what I can do to help you get started

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fire avatar fire commented on May 14, 2024

I was able to proceed using tiledimage node. Still trying materialx.

Still need help.

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laserallan avatar laserallan commented on May 14, 2024

@fire I can try make examples of a few of them. Just to make sure I understand you correctly, you when talking about cones, hemisphere etc, are you referring to a "height map" version of them?

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fire avatar fire commented on May 14, 2024

These ones.

image

The disc and the square are used like this.

Screen Shot 2020-04-28 at 12 36 26 PM

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fire avatar fire commented on May 14, 2024

waves

You can see how it becomes this.

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fire avatar fire commented on May 14, 2024

If it wasn't clear, I'm trying to see if it was feasible to convert a random Substance material to MaterialX as a proof of concept. The goal is using MaterialX to generate texture sheets at runtime or baked for Godot Engine.

https://source.substance3d.com/collections/3aedc4845410773a7ad50d044902ffbe67c85261/asset/4f9e65d3226393b51b69ee20b3c18e585958f97a

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laserallan avatar laserallan commented on May 14, 2024

I made an intial attempt on some of the shapes using the Designer MaterialX plugin.
Let me know if this is roughly what you are looking for. As opposed to the ordinary Designer versions these are built around a coordinate system from (-1, -1)(1, 1) with the center at (0,0).

Let me know if it helps. I'd be happy to share the source sbs too if you are interested.
Shapes.zip

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fire avatar fire commented on May 14, 2024

I think it's easiest to make sure both source sbs and the materialx files are shared.

Are there any other visual materialx editors?

Substance Designer cannot import materialx.

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laserallan avatar laserallan commented on May 14, 2024

Not sure if there are any out for the public.
I've attached the source sbs here.
Since the subgraph support is pretty crippled you need to do the following to use it:

  1. Load Shapes.sbs
  2. Run Export Subgraphs and make sure all subgraphs are selected
  3. Restart Designer
  4. Now you can load TestShapes to see the results and instantiate the shapes yourself

The underlying issue for the somewhat cumbersome workflow is Designer can't reload MDL modules on the fly and we model MaterialX nodes as MDL nodes. When exporting subgraphs it will

  1. Create MaterialX documents for the graphs in /Allegorithmic/Substance Designer/sdmatx/mtlx
  2. Create MDL versions of these graphs in /Allegorithmic/Substance Designer/sdmatx/mdl

Since the GLSL generation is not limited by the reload issue you can iterate on the inside of a graph if was known by the last restart and reexport it until your implementation works as long as you

  1. Don't change anything about the exposed inputs or return type.
  2. Use the GL viewport

shapes_sd.zip

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jstone-lucasfilm avatar jstone-lucasfilm commented on May 14, 2024

Major thanks to @laserallan for providing these example graphs, and we should discuss their inclusion as standard graph-based nodes in a future revision of MaterialX.

As David notes, Substance Designer is the first publicly-available tool for visual editing of MaterialX graphs, and the upcoming LookdevX package from Autodesk is likely to be the second. Early video of LookdevX can be found in this GTC 2020 presentation from Autodesk and Nvidia:

https://developer.nvidia.com/gtc/2020/video/s21469

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fire avatar fire commented on May 14, 2024

After discussion with a few people, I think I'm going to wait a bit until there is an MaterialX import from a visual editor.

My plan was to take the GLSL generated from the genGLSL stage and change the snippets so it's compatible with Godot Engine shaders.

Godot Engine 3.2 stable uses GLES 3 shaders, while Godot Engine master uses GLSL from Vulkan which is 450.

https://docs.godotengine.org/en/3.1/tutorials/shading/shading_reference/shaders.html

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jstone-lucasfilm avatar jstone-lucasfilm commented on May 14, 2024

That sounds very reasonable, and thanks for your original question. We'll keep the MaterialX forum updated with information about Substance Designer, LookdevX, and other upcoming tools.

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