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Update status: All Priority 2 features complete (100%)
Priority 2 features completed (4/4): - Material Complexity Analyzer - Reference Material Library (30+ materials) - IBL Contribution Analyzer - Real-Time G-Buffer Viewer Total features: 13/13 (100%) - Priority 1: 9/9 (100%) - Priority 2: 4/4 (100%) Added comprehensive Quick Start Guide for Priority 2 features with: - Usage instructions for each feature - Available options and modes - Use cases and benefits - Material library contents - Channel configurations
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@@ -397,7 +397,9 @@ Based on user request and effort/impact:
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## 📊 Overall Progress
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**Completed**: 9 / 9 Priority 1 features (100%) 🎉
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### Priority 1 Features
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**Completed**: 9 / 9 (100%) 🎉
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- ✅ Advanced AOV Modes (7 new modes) - Commit: 19fa32ca
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- ✅ UV Layout Overlay (included in AOV) - Commit: 19fa32ca
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- ✅ Shader Error Visualization (included in AOV) - Commit: 19fa32ca
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@@ -408,17 +410,27 @@ Based on user request and effort/impact:
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- ✅ Texture Channel Inspector - Commit: f701001f
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- ✅ Documentation - Commits: multiple
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### Priority 2 Features
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**Completed**: 4 / 4 (100%) 🎉
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- ✅ Material Complexity Analyzer - Commit: 94d1d040
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- ✅ Reference Material Library (30+ materials) - Commit: 7c6ba2a1
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- ✅ IBL Contribution Analyzer - Commit: ea200c44
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- ✅ Real-Time G-Buffer Viewer - Commit: e1ce1473
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**Total Features Completed**: 13 / 13 (100%) ✨
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**In Progress**: 0
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**Remaining**: 0 - All Priority 1 features complete!
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**Estimated Total Effort**: 3-4 weeks for all Priority 1 features
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**Remaining**: 0 - All Priority 1 & 2 features complete!
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---
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## 🚀 Quick Start Guide
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### Using New AOV Modes
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### Priority 1 Features
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#### Using New AOV Modes
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1. Load a USD file with PBR materials
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2. Open AOV dropdown (if exposed in UI)
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@@ -431,7 +443,7 @@ Based on user request and effort/impact:
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- `uv_layout` - See UV grid and seams
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- `shader_error` - Detect NaN/Inf (magenta/yellow/orange)
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### Color Coding
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#### Color Coding
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**Normal Quality Check**:
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- 🟢 Green = Valid normals
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@@ -450,6 +462,77 @@ Based on user request and effort/impact:
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- White grid lines = UV layout
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- 🔴 Red highlights = UV seams
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### Priority 2 Features
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#### Material Complexity Analyzer
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1. Open "Performance Analysis" folder in GUI
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2. Click "Analyze Scene Now"
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3. View statistics:
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- Total texture memory usage
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- Material complexity distribution (Low/Medium/High/Very High)
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- Performance suggestions
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4. Console shows detailed per-material analysis with optimization tips
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**Suggestions include**:
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- Texture resolution reduction (4K → 2K saves 75% memory)
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- Texture packing (combine R/M/AO into single ORM texture)
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- Feature cost warnings (transmission, iridescence, clearcoat)
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- Power-of-2 texture warnings
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#### Reference Material Library
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1. Open "Reference Materials" folder in GUI
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2. Select category (Metal, Plastic, Glass, Wood, Stone, Fabric, Skin, Leather)
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3. Select material from dropdown
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4. Click "Show Properties" to see PBR values in console
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5. Click "Apply to Selected" to apply to selected object
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6. Click "Apply to All Materials" to apply globally
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**Available Materials (30+)**:
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- **Metals**: Gold, Silver, Copper, Aluminum, Iron, Chrome
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- **Plastics**: Glossy, Matte, Rubber
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- **Glass**: Clear, Frosted
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- **Natural**: Water, Oak Wood, Polished Wood, Concrete, Marble
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- **Organics**: Caucasian Skin, African Skin, Leather
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- **Fabrics**: Cotton, Silk
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Each material includes measured real-world PBR values (baseColor, metalness, roughness, IOR, F0).
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#### IBL Contribution Analyzer
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1. Open "IBL Contribution" folder in GUI
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2. Select visualization mode:
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- **Full IBL**: Normal rendering (diffuse + specular)
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- **Diffuse Only**: Force non-metallic, high roughness
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- **Specular Only**: Force metallic, low roughness
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- **No IBL**: Disable environment map
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3. Click "Analyze Scene" to get statistics
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4. Click "Export Report" to download markdown analysis
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**Analysis provides**:
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- Materials with IBL count
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- Average envMapIntensity, metalness, roughness
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- Contribution breakdown (diffuse-dominant, specular-dominant, balanced)
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- Per-material estimated contributions
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#### Real-Time G-Buffer Viewer
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1. Open "G-Buffer Viewer" folder in GUI
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2. Select grid layout (2×2, 3×3, or 4×4)
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3. Toggle channels on/off in "Channels" subfolder
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4. Check "Enable G-Buffer View"
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5. View all channels simultaneously in real-time grid
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**Available Channels (9)**:
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- Final Render, Albedo, Normal, Depth, Metalness, Roughness, Emissive, AO, UV
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**Use Cases**:
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- Comprehensive material debugging (see all properties at once)
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- Spot issues across multiple channels quickly
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- Educational demonstrations
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- Material comparison workflows
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---
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## 📝 Notes for Developers
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@@ -494,5 +577,9 @@ For each new feature:
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For questions, issues, or feature requests, please update the proposal document or create implementation tickets.
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**Last Updated**: 2025-01-21 (Commits: 19fa32ca, 40e9cccf, 5d9b10d9, f701001f)
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**Status**: ✅ **100% COMPLETE** - All Priority 1 features implemented!
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**Last Updated**: 2025-01-21
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**Latest Commits**:
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- Priority 1: 19fa32ca, 40e9cccf, 5d9b10d9, f701001f
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- Priority 2: 94d1d040, 7c6ba2a1, ea200c44, e1ce1473
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**Status**: ✅ **100% COMPLETE** - All Priority 1 & 2 features implemented! (13/13)
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