Files
tinyusdz/doc/materialx.md
Syoyo Fujita 62436df33c Bump MaterialX version from 1.38 to 1.39 for Blender 4.5+ compatibility
Updated MaterialX version across codebase and documentation to 1.39,
which is the version supported by Blender 4.5+ MaterialX exports.

Changes:
- Updated JSON schema version in materialx-to-json.cc to "1.39"
- Updated documentation headers and examples in:
  - doc/materialx.md
  - doc/MATERIALX-SUPPORT-STATUS.md
- Added "(Blender 4.5+ compatible)" notes throughout documentation
- Updated version compatibility section to list 1.39 as primary,
  with 1.36-1.38 as legacy versions

This ensures seamless compatibility with MaterialX files exported
from Blender 4.5 and later versions, while maintaining backward
compatibility with older MaterialX 1.38 files.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-22 01:16:45 +09:00

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Raw Blame History

MaterialX Support in TinyUSDZ

This document describes the MaterialX integration, color space support, and implementation roadmap for complete MaterialX support in TinyUSDZ.

Overview

TinyUSDZ provides comprehensive support for MaterialX, including a full suite of color space conversions required for proper MaterialX document processing. The library can parse MaterialX (.mtlx) files and handle all standard MaterialX color spaces. This document also outlines the current state of MaterialX support and provides a comprehensive todo list for complete MaterialX and MaterialXConfigAPI implementation in both the core library and Tydra render material conversion pipeline.

New in this document: Comprehensive Blender 4.5+ MaterialX export documentation, including complete Principled BSDF to OpenPBR Surface parameter mapping tables with conversion formulas and usage notes for production pipelines.

Color Space Support

Supported Color Spaces

TinyUSDZ supports all major color spaces used in MaterialX documents:

Color Space Enum Value Description
srgb ColorSpace::sRGB Standard RGB with sRGB transfer function
lin_srgb ColorSpace::Lin_sRGB Linear sRGB (no gamma)
srgb_texture ColorSpace::sRGB_Texture sRGB for texture inputs
rec709 ColorSpace::Rec709 Rec.709 with gamma
lin_rec709 ColorSpace::Lin_Rec709 Linear Rec.709 (MaterialX default)
g22_rec709 ColorSpace::g22_Rec709 Rec.709 with gamma 2.2
g18_rec709 ColorSpace::g18_Rec709 Rec.709 with gamma 1.8
lin_rec2020 ColorSpace::Lin_Rec2020 Linear Rec.2020/Rec.2100
acescg / lin_ap1 ColorSpace::Lin_ACEScg ACES CG (AP1 primaries)
aces2065-1 ColorSpace::ACES2065_1 ACES 2065-1 (AP0 primaries)
lin_displayp3 ColorSpace::Lin_DisplayP3 Linear Display P3
srgb_displayp3 ColorSpace::sRGB_DisplayP3 Display P3 with sRGB transfer
raw ColorSpace::Raw No color space (data textures)

Color Space Conversion Functions

sRGB Conversions

// 8-bit sRGB ↔ Linear conversions
bool srgb_8bit_to_linear_f32(const std::vector<uint8_t> &in_img, ...);
bool linear_f32_to_srgb_8bit(const std::vector<float> &in_img, ...);

// Float32 sRGB ↔ Linear conversions  
bool srgb_f32_to_linear_f32(const std::vector<float> &in_img, ...);

Rec.709 Conversions

// Rec.709 with standard gamma
bool rec709_8bit_to_linear_f32(const std::vector<uint8_t> &in_img, ...);

// Note: lin_rec709 has the same primaries as sRGB/Rec.709, 
// so no color space conversion is needed, only gamma

Rec.2020 Conversions

// Rec.2020 gamma ↔ linear conversions
bool rec2020_8bit_to_linear_f32(const std::vector<uint8_t> &in_img, ...);
bool linear_f32_to_rec2020_8bit(const std::vector<float> &in_img, ...);

// Rec.2020 ↔ sRGB color gamut conversions
bool linear_rec2020_to_linear_sRGB(const std::vector<float> &in_img, ...);
bool linear_sRGB_to_linear_rec2020(const std::vector<float> &in_img, ...);

Gamma Conversions

// Gamma 2.2 conversions (for g22_rec709)
bool gamma22_f32_to_linear_f32(const std::vector<float> &in_img, ...);
bool linear_f32_to_gamma22_f32(const std::vector<float> &in_img, ...);

// Gamma 1.8 conversions (for g18_rec709)
bool gamma18_f32_to_linear_f32(const std::vector<float> &in_img, ...);
bool linear_f32_to_gamma18_f32(const std::vector<float> &in_img, ...);

ACES Conversions

// ACEScg (AP1) conversions
bool linear_sRGB_to_ACEScg(const std::vector<float> &in_img, ...);
bool ACEScg_to_linear_sRGB(const std::vector<float> &in_img, ...);

// ACES 2065-1 (AP0) conversions
bool linear_sRGB_to_ACES2065_1(const std::vector<float> &in_img, ...);
bool ACES2065_1_to_linear_sRGB(const std::vector<float> &in_img, ...);

Display P3 Conversions

// Display P3 conversions
bool linear_displayp3_to_linear_sRGB(const std::vector<float> &in_img, ...);
bool linear_sRGB_to_linear_displayp3(const std::vector<float> &in_img, ...);
bool displayp3_f16_to_linear_f32(const std::vector<value::half> &in_img, ...);

MaterialX Integration

MaterialX Parser

TinyUSDZ includes a MaterialX parser located in sandbox/mtlx-parser/ that can:

  • Parse MaterialX XML documents (.mtlx files)
  • Extract document-level colorspace settings
  • Parse element-level colorspace attributes
  • Handle MaterialX node graphs and material definitions

Color Space in MaterialX Files

MaterialX files typically specify color spaces at multiple levels:

  1. Document Level: Set in the root <materialx> element

    <materialx version="1.39" colorspace="lin_rec709">
    
  2. Texture Level: Specified on <image> and <tiledimage> nodes

    <image name="diffuse_tex" type="color3" colorspace="srgb_texture">
    
  3. Value Level: Can be specified on individual inputs

    <input name="opacity" type="float" value="0.5" colorspace="lin_rec709"/>
    

Usage Example

#include "tinyusdz.hh"
#include "tydra/render-data.hh"
#include "image-util.hh"

// Load a USD file with MaterialX materials
tinyusdz::Stage stage;
std::string warn, err;
bool ret = tinyusdz::LoadUSDFromFile("model_with_mtlx.usd", &stage, &warn, &err);

// The color space is automatically inferred from MaterialX metadata
tinyusdz::tydra::ColorSpace colorSpace;
tinyusdz::value::token colorSpaceToken("lin_rec709");
if (tinyusdz::tydra::InferColorSpace(colorSpaceToken, &colorSpace)) {
    // colorSpace is now ColorSpace::Lin_Rec709
}

// Convert textures to the appropriate color space
std::vector<uint8_t> srgb_texture_data = LoadTexture("diffuse.png");
std::vector<float> linear_data;

// Convert from sRGB texture space to linear for rendering
tinyusdz::srgb_8bit_to_linear_f32(
    srgb_texture_data, 
    width, height, 
    3, 3,  // RGB channels
    &linear_data
);

Blender MaterialX Export Support (4.5+)

Overview

Starting with Blender 4.5 LTS, the USD/MaterialX exporter writes Principled BSDF materials as OpenPBR Surface shading nodes, which provides significantly better compatibility than the previous Standard Surface approach. The Principled BSDF shader in Blender is based on the OpenPBR Surface shading model, making the parameter mapping more natural and accurate.

Export Behavior

When MaterialX export is enabled in Blender's USD exporter:

  • Dual Export: Both MaterialX (OpenPBR) and UsdPreviewSurface networks are exported on the same USD Material
  • Fallback Support: Renderers that don't support MaterialX can fall back to UsdPreviewSurface
  • Better Matching: Coat, emission, and sheen parameters more closely match Cycles renderer with OpenPBR export
  • Known Limitations: Anisotropy conversion remains challenging (neither old nor new conversion is a perfect match)

Principled BSDF to OpenPBR Parameter Mapping

Blender's Principled BSDF uses slightly different naming conventions than OpenPBR. Below is the comprehensive parameter mapping:

Base Layer

Blender Principled BSDF OpenPBR Surface Notes
Base Color base_color Direct mapping - Diffuse/metallic base color
Weight base_weight Overall multiplier for base layer
Diffuse Roughness base_diffuse_roughness Oren-Nayar roughness (0 = Lambertian)
Metallic base_metalness Mix weight between metal and dielectric (0-1)

Specular Layer

Blender Principled BSDF OpenPBR Surface Notes
IOR specular_ior Index of refraction (default: 1.5 for glass)
IOR Level specular_weight Conversion: multiply by 2.0 - Blender uses 0.5 as neutral, OpenPBR uses 1.0
Specular Tint specular_color Color tint for dielectric Fresnel reflection
Roughness specular_roughness Microfacet distribution roughness (0-1)
Anisotropic specular_roughness_anisotropy Stretches microfacet distribution (0-1)
Anisotropic Rotation (tangent vector) Complex: OpenPBR uses tangent rotation instead of explicit parameter
Tangent geometry_tangent Anisotropy direction reference

Subsurface Scattering

Blender Principled BSDF OpenPBR Surface Notes
Subsurface Weight subsurface_weight Direct mapping - Mix between SSS and diffuse (0-1)
Subsurface Scale subsurface_radius Mean free path scale
Subsurface Radius subsurface_radius_scale Per-channel RGB multiplier
Subsurface IOR specular_ior Uses same IOR as specular layer
Subsurface Anisotropy subsurface_scatter_anisotropy Phase function directionality (-1 to 1)

Transmission (Translucency)

Blender Principled BSDF OpenPBR Surface Notes
Transmission Weight transmission_weight Mix between translucent and opaque (0-1)
Transmission Color transmission_color Extinction coefficient color
Transmission Depth transmission_depth Distance for color attenuation
(N/A) transmission_scatter OpenPBR-specific: interior scattering coefficient
(N/A) transmission_scatter_anisotropy OpenPBR-specific: scatter directionality
(N/A) transmission_dispersion_scale OpenPBR-specific: chromatic dispersion amount
(N/A) transmission_dispersion_abbe_number OpenPBR-specific: physical Abbe number

Coat Layer (Clearcoat)

Blender Principled BSDF OpenPBR Surface Notes
Coat Weight coat_weight Renamed from "Clearcoat" in Blender 4.0+
Coat Tint coat_color Color tint for coat layer
Coat Roughness coat_roughness Coat surface roughness (default: 0.03)
Coat IOR coat_ior Coat refractive index (default: 1.5)
(N/A) coat_roughness_anisotropy OpenPBR-specific: coat anisotropy direction
Coat Normal geometry_coat_normal Separate normal map for coat
(N/A) geometry_coat_tangent OpenPBR-specific: coat anisotropy tangent
(N/A) coat_affect_color OpenPBR-specific: saturation effect on base
(N/A) coat_affect_roughness OpenPBR-specific: roughness modification

Sheen Layer (Fuzz)

Blender Principled BSDF OpenPBR Surface Notes
Sheen Weight fuzz_weight Renamed: "sheen" in Blender, "fuzz" in OpenPBR
Sheen Tint fuzz_color Renamed: color → tint mapping
Sheen Roughness fuzz_roughness Microfiber surface roughness (default: 1.0)

Thin Film (Iridescence)

Blender Principled BSDF OpenPBR Surface Notes
Thin Film Weight thin_film_weight Film coverage/presence (0-1)
Thin Film Thickness thin_film_thickness Thickness in micrometers (default: 0.5 μm)
Thin Film IOR thin_film_ior Film refractive index

Emission

Blender Principled BSDF OpenPBR Surface Notes
Emission Color emission_color Direct mapping - emissive color
Emission Strength emission_luminance Luminance intensity

Geometry & Opacity

Blender Principled BSDF OpenPBR Surface Notes
Alpha geometry_opacity Overall transparency (0-1)
Normal geometry_normal Base surface normal map

Key Conversion Notes

1. Specular IOR Level Conversion

The most important conversion is for specular intensity:

OpenPBR specular_weight = Blender IOR_Level × 2.0
  • Blender: 0.5 = neutral (no change), 0 = no reflections, 1.0 = doubled reflections
  • OpenPBR: 1.0 = standard reflections, 0 = no reflections, >1.0 = increased reflections

2. Anisotropic Rotation Challenge

Blender's Anisotropic Rotation parameter (0-1 angle) doesn't directly map to OpenPBR's tangent vector approach:

  • Blender: Uses rotation angle around normal
  • OpenPBR: Uses explicit tangent vector for orientation
  • Export Solution: Blender rotates the tangent vector around the normal using the rotation value

3. Parameter Renaming Summary

  • fuzz (OpenPBR) ↔ sheen (Blender)
  • color (OpenPBR) ↔ tint (Blender) in various contexts
  • specular_weight (OpenPBR) ↔ IOR Level (Blender)
  • coat (OpenPBR/Blender 4.0+) ↔ clearcoat (older Blender)

4. Missing Blender Parameters

OpenPBR includes several parameters not exposed in Blender's Principled BSDF:

  • coat_affect_color - Coat saturation effect
  • coat_affect_roughness - Coat roughness modification
  • coat_roughness_anisotropy - Anisotropic coat
  • transmission_scatter - Interior scattering
  • transmission_dispersion_* - Chromatic dispersion

These are set to defaults when exporting from Blender.

Export Quality Notes

Based on Blender 4.5 development:

  • Improved: Coat, emission, and sheen match Cycles more accurately
  • ⚠️ Challenging: Anisotropy conversion is approximate (formulas differ between systems)
  • ⚠️ Approximate: IOR Level requires 2× scaling
  • Good: Overall material appearance is well-preserved

Usage in Production Pipelines

Enable MaterialX Export in Blender:

  1. File → Export → Universal Scene Description (.usd/.usdc/.usda)
  2. Check "MaterialX" option in export settings
  3. Materials will be exported as both OpenPBR and UsdPreviewSurface

Benefits:

  • Interoperability: Works across Maya, Houdini, USD Hydra renderers
  • Fallback: UsdPreviewSurface ensures broad compatibility
  • Accuracy: OpenPBR more closely matches Blender's Cycles renderer

Limitations:

  • MaterialX export is experimental (off by default in 4.5)
  • Complex node setups may not fully translate
  • Custom nodes require manual MaterialX equivalent

Blender 4.5 USD Export Improvements:

  • Point Instancing support through Geometry Nodes
  • Text object export (as mesh data)
  • UsdPrimvarReader support for Attribute nodes

MaterialX Version Support:

  • MaterialX 1.39.0+ includes OpenPBR Surface
  • MaterialX 1.39.1 added Standard Surface ↔ OpenPBR translation graphs

Implementation Details

Color Space Matrices

The color space conversions use standard transformation matrices derived from the CIE chromaticity coordinates of each color space:

  • sRGB/Rec.709: Standard D65 white point, ITU-R BT.709 primaries
  • Rec.2020: D65 white point, ITU-R BT.2020 primaries
  • Display P3: D65 white point, DCI-P3 primaries adapted to D65
  • ACEScg (AP1): D60 white point, ACES AP1 primaries
  • ACES 2065-1 (AP0): D60 white point, ACES AP0 primaries

Transfer Functions

The library implements the following transfer functions:

  1. sRGB Transfer Function:

    • Forward: Piecewise function with linear segment below 0.04045
    • Inverse: Piecewise function with linear segment below 0.0031308
  2. Rec.709 Transfer Function:

    • Similar to sRGB but with slightly different parameters
    • Linear segment below 0.018 (β = 0.018054 for 10-bit)
  3. Rec.2020 Transfer Function:

    • Uses the same OETF as Rec.709 with 10-bit quantization parameters
  4. Simple Gamma Functions:

    • Gamma 2.2: y = x^2.2 (decode), y = x^(1/2.2) (encode)
    • Gamma 1.8: y = x^1.8 (decode), y = x^(1/1.8) (encode)

Performance Optimizations

  • Lookup Tables: sRGB conversions use pre-computed 256-entry LUTs for 8-bit data
  • SIMD Support: Vector operations are used where available
  • In-place Operations: Memory efficient implementations where possible

Common MaterialX Workflows

Loading MaterialX Textures

When loading textures referenced in MaterialX documents:

  1. Check the colorspace attribute on the texture node
  2. Load the raw texture data
  3. Convert from the specified color space to linear (working space)
  4. Apply any additional MaterialX color transformations

Example: Processing a MaterialX Surface

// Typical MaterialX standard_surface material workflow
void ProcessMaterialXSurface(const MaterialXSurface& mtlxSurf) {
    // Base color is usually in srgb_texture space
    std::vector<float> baseColorLinear;
    if (mtlxSurf.baseColorSpace == "srgb_texture") {
        srgb_8bit_to_linear_f32(
            mtlxSurf.baseColorTexture,
            width, height, 3, 3,
            &baseColorLinear
        );
    }
    
    // Normal maps are typically "raw" (no color space)
    // Roughness, metallic are also usually "raw"
    // These don't need color space conversion
    
    // Emission might be in a different space
    if (mtlxSurf.emissionColorSpace == "acescg") {
        // Convert from ACEScg to working space if needed
        ACEScg_to_linear_sRGB(...);
    }
}

File Locations

  • Header: src/image-util.hh - Color conversion function declarations
  • Implementation: src/image-util.cc - Color conversion implementations
  • Tydra Integration: src/tydra/render-data.{hh,cc} - ColorSpace enum and inference
  • MaterialX Parser: sandbox/mtlx-parser/ - MaterialX document parsing

Testing

Color space conversions can be tested using:

# Build with tests enabled
cmake -DTINYUSDZ_BUILD_TESTS=ON ..
make

# Run unit tests
./test_tinyusdz

# Test with MaterialX files
./tydra_to_renderscene data/materialx/StandardSurface/standard_surface_default.mtlx

Current Implementation Status

Completed Features

  1. Basic MaterialX XML Parsing

    • XML parser in src/usdMtlx.cc using pugixml
    • Secure MaterialX parser in sandbox/mtlx-parser/ (dependency-free)
    • Support for MaterialX v1.36, v1.37, v1.38, v1.39 (Blender 4.5+)
  2. Color Space Support

    • Complete color space conversion functions in src/image-util.cc
    • Support for all MaterialX color spaces (sRGB, lin_rec709, ACEScg, etc.)
    • Color space inference in Tydra (InferColorSpace())
  3. Shader Definitions

    • MtlxUsdPreviewSurface shader struct defined
    • MtlxAutodeskStandardSurface shader struct (partial)
    • OpenPBRSurface shader struct with all parameters
  4. Tydra Material Conversion

    • UsdPreviewSurfacePreviewSurfaceShader conversion
    • OpenPBRSurfaceOpenPBRSurfaceShader conversion
  5. MaterialXConfigAPI Structure

    • Basic MaterialXConfigAPI struct in src/usdShade.hh
    • mtlx_version attribute support

⚠️ Partial Implementation

  1. MaterialX File Import

    • Basic .mtlx file loading via references
    • Limited node graph support
    • No full composition support
  2. Material Reconstruction

    • UsdPreviewSurface reconstruction works
    • No OpenPBRSurface reconstruction in prim-reconstruct.cc
    • No MtlxAutodeskStandardSurface reconstruction

Implementation Todo List

1. Core MaterialX Support

1.1 MaterialXConfigAPI Implementation

  • Parse MaterialXConfigAPI from USD files

    • Add MaterialXConfigAPI parsing in prim-reconstruct.cc
    • Support config:mtlx:version attribute
    • Support config:mtlx:namespace attribute
    • Support config:mtlx:colorspace attribute
  • Extend MaterialXConfigAPI structure

    struct MaterialXConfigAPI {
      TypedAttributeWithFallback<std::string> mtlx_version{"1.39"};  // Blender 4.5+ compatible
      TypedAttributeWithFallback<std::string> mtlx_namespace{""};
      TypedAttributeWithFallback<std::string> mtlx_colorspace{"lin_rec709"};
      TypedAttributeWithFallback<std::string> mtlx_sourceUri{""};
    };
    

1.2 Shader Reconstruction

  • Implement OpenPBRSurface reconstruction

    • Add ReconstructShader<OpenPBRSurface>() template specialization
    • Parse all OpenPBR parameters from USD properties
    • Handle texture connections for OpenPBR inputs
  • Implement MtlxAutodeskStandardSurface reconstruction

    • Complete the StandardSurface struct with all parameters
    • Add ReconstructShader<MtlxAutodeskStandardSurface>()
    • Parse all StandardSurface parameters
  • Implement MtlxOpenPBRSurface reconstruction

    • Add MtlxOpenPBRSurface struct (MaterialX-specific variant)
    • Add reconstruction support

1.3 MaterialX Node Graph Support

  • Parse NodeGraph prims

    • Implement NodeGraph struct in usdShade.hh
    • Add NodeGraph reconstruction in prim-reconstruct.cc
    • Support nested node connections
  • Node Types Support

    • Image nodes (<image>, <tiledimage>)
    • Math nodes (<add>, <multiply>, etc.)
    • Color transform nodes
    • Procedural nodes (<noise2d>, <fractal3d>, etc.)

2. MaterialX File Loading

2.1 Enhanced MaterialX Parser

  • Extend MaterialX DOM

    • Parse <nodedef> definitions
    • Parse <nodegraph> structures
    • Parse <material> elements
    • Parse <look> and <collection> elements
  • MaterialX Version Handling

    • Auto-detect MaterialX version from document
    • Version-specific attribute handling
    • Upgrade paths for older versions

2.2 Asset Resolution

  • MaterialX File References

    • Support .mtlx file references in USD
    • Implement MaterialX library path resolution
    • Cache loaded MaterialX documents
  • Include and Library Support

    • Parse <xi:include> directives
    • Support MaterialX standard libraries
    • Custom library path configuration

3. Tydra Render Material Conversion

3.1 Material Conversion Pipeline

  • MaterialX → RenderMaterial conversion

    • Add ConvertMaterialXShader() method
    • Map MaterialX nodes to RenderMaterial properties
    • Handle node graph evaluation
  • Shader Network Evaluation

    • Implement node connection resolver
    • Support value inheritance and defaults
    • Handle interface tokens and bindings

3.2 Texture and Image Handling

  • MaterialX Texture Support

    • Parse <image> node parameters
    • Support <tiledimage> with UV transforms
    • Handle texture color space attributes
    • Support UDIM and texture arrays
  • Color Space Conversions

    • Auto-convert textures based on MaterialX colorspace
    • Support per-channel color spaces
    • Handle HDR textures correctly

4. Advanced MaterialX Features

4.1 Geometry and Collections

  • Geometry Assignment

    • Parse <geominfo> elements
    • Support geometry collections
    • Handle per-face material assignments
  • Material Variants

    • Parse <variant> elements
    • Support variant sets
    • Implement variant selection API

4.2 Units and Physical Properties

  • Unit System Support

    • Parse unit attributes
    • Implement unit conversions
    • Support scene scale factors
  • Physical Material Properties

    • IOR databases
    • Physical measurement units
    • Energy conservation validation

5. Testing and Validation

5.1 Test Infrastructure

  • Unit Tests

    • MaterialXConfigAPI parsing tests
    • Shader reconstruction tests
    • Node graph parsing tests
    • Color space conversion tests
  • Integration Tests

    • Load MaterialX example files
    • Round-trip USD → MaterialX → USD
    • Validate against MaterialX test suite

5.2 Example Files

  • Create test scenes
    • Simple MaterialX material binding
    • Complex node graphs
    • Multi-material scenes
    • MaterialX library usage examples

6. Documentation

6.1 API Documentation

  • Header Documentation

    • Document MaterialXConfigAPI usage
    • Document MaterialX shader types
    • Document conversion functions
  • Usage Examples

    • Loading MaterialX files
    • Creating MaterialX materials programmatically
    • Converting MaterialX to render materials

6.2 User Guide

  • MaterialX Integration Guide
    • How to use MaterialX in USD files
    • Best practices for MaterialX materials
    • Performance considerations

Implementation Priority

Phase 1 (High Priority)

  1. MaterialXConfigAPI parsing and reconstruction
  2. OpenPBRSurface reconstruction
  3. Basic NodeGraph support
  4. MaterialX file reference resolution

Phase 2 (Medium Priority)

  1. Complete StandardSurface support
  2. Enhanced node graph evaluation
  3. Texture and image node support
  4. Color space auto-conversion

Phase 3 (Low Priority)

  1. Geometry assignments and collections
  2. Material variants
  3. Unit system support
  4. Advanced procedural nodes

Code Locations

Files to Modify

  1. src/prim-reconstruct.cc

    • Add MaterialXConfigAPI reconstruction
    • Add OpenPBRSurface shader reconstruction
    • Add NodeGraph prim support
  2. src/usdShade.hh

    • Extend MaterialXConfigAPI struct
    • Add NodeGraph struct
    • Complete shader definitions
  3. src/usdMtlx.cc

    • Enhance MaterialX parsing
    • Add node graph support
    • Implement material conversion
  4. src/tydra/render-data.cc

    • Add MaterialX shader conversion
    • Implement node evaluation
    • Handle texture references
  5. src/composition.cc

    • Add MaterialX file reference support
    • Implement MaterialX composition rules

New Files to Create

  1. src/materialx-eval.hh/cc

    • Node graph evaluation engine
    • Connection resolver
    • Value computation
  2. tests/test-materialx.cc

    • Comprehensive MaterialX tests
    • Validation suite
  3. examples/materialx-viewer/

    • Example viewer for MaterialX materials
    • Demonstration of features

Dependencies and Requirements

External Dependencies

  • None (maintain dependency-free approach)
  • Optional: MaterialX validator for testing

Build Configuration

  • Add TINYUSDZ_WITH_FULL_MATERIALX option
  • Enable by default when TINYUSDZ_WITH_USDMTLX=ON

Performance Considerations

  1. Memory Management

    • Cache parsed MaterialX documents
    • Lazy evaluation of node graphs
    • Efficient texture loading
  2. Optimization Opportunities

    • Pre-compile node graphs to bytecode
    • SIMD color space conversions
    • Parallel node evaluation

Compatibility Notes

  1. USD Compatibility

    • Follow USD MaterialX schema conventions
    • Support Pixar's MaterialX integration patterns
    • Maintain compatibility with pxrUSD
  2. MaterialX Version Support

    • Primary: MaterialX 1.39 (current - Blender 4.5+ compatible)
    • Legacy: MaterialX 1.36, 1.37, 1.38
    • Future: MaterialX 1.40+ preparation

Validation Checklist

  • All MaterialX example files load correctly
  • Color spaces are properly converted
  • Node graphs evaluate correctly
  • Textures are loaded with correct parameters
  • Round-trip preservation of MaterialX data
  • Performance meets requirements
  • Memory usage is bounded
  • Security: no buffer overflows or memory leaks
  • OpenPBR Parameters Reference - Comprehensive parameter mapping guide
    • Complete list of all 38 OpenPBR parameters
    • Blender MaterialX export parameter names
    • Three.js MeshPhysicalMaterial support status
    • Conversion recommendations and limitations

References

MaterialX & OpenPBR

USD Integration

Blender Documentation

Color Space Standards

Notes

  • MaterialX support is critical for modern production pipelines
  • Prioritize compatibility with major DCC tools (Maya, Houdini, Blender)
  • Consider future integration with MaterialX code generation
  • Maintain security-first approach in all implementations