CEO/Owner at Lumiere Software. Consulting and Software Engineering for creative industries across Media & Entertainment, Digital Design and Visualization.
Kudos to our colleagues at @sidefx for their impressive integration of #MaterialX into Houdini Solaris. I really like their documentation of the MaterialX node set, which includes path-traced renders for each of the BSDF nodes. sidefx.com/docs/houdini/sola…
We're honored to announce that #MaterialX has joined the Academy Software Foundation, and thanks to all of our collaboration partners and colleagues who made this possible!
🎉Welcome @MaterialXcg as the newest project at the #ASWF. 🎉 Originating at #LucasFilm in 2012, it has grown into the central format for material description at @ILMVFX since the production of Star Wars: The Force Awakens." Read more: aswf.io/blog/materialx-joins…
Following the Physically Based Shading Course Q&A, @niklasharrysson created a channel to discuss Fresnel model 'standards'. Inputs/feedbacks from the rendering community would be highly welcomed! github.com/Autodesk/standard…
Check out the Physically Based Shading course at SIGGRAPH this year. Among a great lineup of speakers, I’ll be co-presenting with @SheriffStone from Lucasfilm.
blog.selfshadow.com/publicat…
Thanks to our colleagues on the @solidangle team at @autodesk for contributing the Arnold Shader Ball as part of the open-source MaterialX project. It's now the default display geometry for the MaterialX viewer. github.com/materialx/Materia…
Thanks to the hard work of colleagues at @autodesk and @Lucasfilm_Ltd, the ShaderX codebase has been merged into MaterialX, bringing its physically-based shading node set and GLSL/OSL shader generation. github.com/materialx/Materia…
MaterialX v1.36 has been released! Now supporting a richer set of math operators, node versioning, node interface inheritance, USD-compliant collections, and much more:
materialx.org