Dev Days 2025 - ASWF
ASWF #DevDays is next week! Join developers from around the world on Sept. 25 by picking a task from an #ASWF project, including that can be completed in one day. All levels of experience are welcome! Find out more and sign up to participate at www.aswf.io/dev-days.
@materialx.bsky.social
16.09.2025 18:32 โ ๐ 3 ๐ 3 ๐ฌ 0 ๐ 0
A real-time render of the hex-tiled onyx example from the MaterialX project.
MaterialX v1.39.4 has been released!
This version adds support for WebGPU Shading Language, hex-tiled and lat-long images, NanoColor spaces, 2D fractals, animated materials, and many contributions from our participants in ASWF Dev Days 2025.
github.com/AcademySoftw...
15.09.2025 21:23 โ ๐ 3 ๐ 1 ๐ฌ 0 ๐ 0
Dev Days 2025 - ASWF
Our next virtual #DevDays is coming up Sept. 25! Spend a day contributing to one of the #ASWF projects and supporting the software our industry relies on. Find out more and sign up at www.aswf.io/dev-days/!
03.09.2025 23:05 โ ๐ 1 ๐ 3 ๐ฌ 0 ๐ 0
YouTube video by Academy Software Foundation
MaterialX Virtual Town Hall 2025
For interested folks who couldn't attend the event, the video for our recent MaterialX and OpenPBR Virtual Town Hall is now posted:
www.youtube.com/watch?v=GTSR...
03.09.2025 22:37 โ ๐ 4 ๐ 0 ๐ฌ 0 ๐ 0
SIGGRAPH 2025 Course: Physically Based Shading in Theory and Practice
Most of the slides and course notes for the SIGGRAPH 2025 Physically Based Shading in Theory and practice course are now online, with more to follow:
blog.selfshadow.com/publications...
10.08.2025 14:46 โ ๐ 111 ๐ 55 ๐ฌ 1 ๐ 0
The MaterialX Chess Set in OctaneRender 2026.1.
The MaterialX Lama Stirling with MaterialX BSDF layers in RenderMan XPU.
Thanks to our colleagues at Autodesk, IKEA, NVIDIA, OTOY, and Pixar Animation Studios for their amazing work on the MaterialX and OpenPBR Virtual Town Hall for @aswf.io Open Source Days 2025.
The full slide deck can be found at materialx.org/assets/ASWF_...
07.08.2025 21:25 โ ๐ 21 ๐ 5 ๐ฌ 2 ๐ 0
Announcing OpenPBR Volume! - ASWF
OpenPBR Volume is a new collaboration between Autodesk and SideFX to create a common model for defining the look of volumetric assets.
We're excited to share #OpenPBR Volume, a new collaboration between Autodesk and Sidefx to create an open standard enabling users to define the look of volumetric assets. OpenPBR is a subproject of @materialx.bsky.social. Read more: www.aswf.io/blog/openpbr...
05.08.2025 22:00 โ ๐ 10 ๐ 2 ๐ฌ 0 ๐ 0
MaterialX cloth material in the Standard Surface shading model.
MaterialX cloth material in the glTF PBR shading model.
Highlighting one talk at this event, Johan Bowald from IKEA will present new work on Shader Translation Graphs in content production.
The two renders below are of a MaterialX cloth material, with the original Standard Surface on the left, and the glTF PBR translation on the right.
02.08.2025 19:21 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0
Anisotropic perlin noise on Suzanne
New at #SIGGRAPH2025:
Can we make Perlin Noise stretch along some underlying vector field? Well it turns out it's possible with two simple additions to the original method! No need for advection or convolutions.
Find the paper and implementations here:
github.com/jakericedesi...
29.07.2025 00:16 โ ๐ 53 ๐ 18 ๐ฌ 1 ๐ 0
The MaterialX Chess Set in OctaneRender 2026.1.
The MaterialX Lama Stirling with MaterialX BSDF layers in RenderMan XPU.
Join us on August 5th for the MaterialX Virtual Townhall at ASWF Open Source Days 2025, featuring presentations from Autodesk, IKEA, Lucasfilm, NVIDIA, OpenPBR, OTOY, and Pixar.
events.linuxfoundation.org/open-source-...
02.08.2025 03:12 โ ๐ 11 ๐ 5 ๐ฌ 1 ๐ 0
#LAIKA Joins the #AcademySoftwareFoundation - award-winning #animation studio and longtime contributor to the MaterialX project, and #OpenUSD Working Group plans to help expand the organizationโs mission and learning programs. bit.ly/40Iu6NN #Stopmotion #3Dprinting #AnimationWorld #VFXWorld
01.08.2025 17:16 โ ๐ 25 ๐ 3 ๐ฌ 0 ๐ 0
We've just marked the first release candidate for MaterialX v1.39.4 on GitHub, and we'd love to get feedback from teams with MaterialX and USD integrations.
The tag for the release candidate is v1.39.4-rc1, and you can read more about the new features and updates at github.com/AcademySoftw...
24.07.2025 22:25 โ ๐ 1 ๐ 1 ๐ฌ 0 ๐ 0
Virtual Townhalls | LF Events
Leading up to our main program on August 10, we will be holding a series of virtual town halls for Academy Software Foundation projects including MaterialX, OpenCue, OpenColorIO, Open RV, among others...
Join us on August 5th for the MaterialX and OpenPBR Virtual Townhall at ASWF Open Source Days 2025, featuring presentations from Autodesk, IKEA, Lucasfilm, NVIDIA, OTOY, and Pixar RenderMan.
events.linuxfoundation.org/open-source-...
12.07.2025 23:57 โ ๐ 7 ๐ 3 ๐ฌ 0 ๐ 0
YouTube video by High-Performance Graphics
HPGย 2025: Dayย 2 - June 24th
Congratulations to Alain Hostettler on a great talk at HPG 2025, including the announcement of a Pixar/Lucasfilm collaboration on the MaterialX Physically Based Shading nodes in RenderMan XPU!
www.youtube.com/watch?v=md6S...
25.06.2025 16:38 โ ๐ 4 ๐ 1 ๐ฌ 0 ๐ 0
High-Performance Graphics 2025
High-Performance Graphics 2025 - June 23-25 Copenhagen
The HPG 2025 Conference starts tomorrow, and I'm looking forward to the MaterialX talk from my ILM colleague Alain Hostettler, the RenderMan XPU talk from Pixar, and the Slang talk from @shannonin3d.bsky.social.
highperformancegraphics.org/2025/program...
23.06.2025 00:17 โ ๐ 4 ๐ 0 ๐ฌ 0 ๐ 0
SIGGRAPH 2025 Course: Physically Based Shading in Theory and Practice
The SIGGRAPH Physically Based Shading course is back this year: blog.selfshadow.com/publications...
10.06.2025 15:19 โ ๐ 81 ๐ 30 ๐ฌ 1 ๐ 0
YouTube video by Metaverse Standards Forum
Material Convergence - Material, glTF, and USD
This was a really fun conversation on MaterialX, glTF, and OpenUSD at the Metaverse Standards Forum last week, and I thought I'd share it here for interested folks.
www.youtube.com/watch?v=m-bE...
03.05.2025 18:56 โ ๐ 3 ๐ 0 ๐ฌ 0 ๐ 0
One update we want to celebrate in USD 25.05 is having MaterialX v1.39.3 -- which includes OpenPBR Surface and the Chiang Hair BSDF -- as the new default MatX version. ๐
Thank you for the close collab @materialx.bsky.social! ๐ We're excited to see the cool things folks create with this combo!
02.05.2025 03:46 โ ๐ 9 ๐ 3 ๐ฌ 0 ๐ 0
Join the 3D Asset Interoperability Working Group on April 30th for the education session, Material Convergence - MaterialX, glTF, and USD with Jonathan Stone and Ed Mackey. All members are welcome! Not a member? Join us - metaverse-standards.org/members/
#glTF #MaterialX #USD
24.04.2025 13:55 โ ๐ 0 ๐ 2 ๐ฌ 0 ๐ 0
Happy twentieth to the Psychonauts crew, an amazing game team that I remain deeply proud to have worked alongside. Thanks to @timoflegend.bsky.social, @erikrobson.net, @doubleanna.bsky.social, @keescheese.bsky.social, @scottlava.bsky.social, and the rest of this brilliant band of troublemakers.
21.04.2025 19:35 โ ๐ 14 ๐ 3 ๐ฌ 2 ๐ 2
Are you interested in contributing to an #ASWF project but don't know where to start? Join us on May 15 for #DevDays and spend one day learning about a project, benefiting from the mentorship of project leaders, and of course writing code! Register at devdays.aswf.io.
21.04.2025 18:33 โ ๐ 3 ๐ 1 ๐ฌ 0 ๐ 0
Open Source Days | LF Events
Open Source Days, by the Academy Software Foundation, is the leading event for open source in VFX, animation, and digital content creation.
The call for presentations for #ASWF Open Source Days is now open until May 18! We are expecting a full house again this year with 250+ software engineers from across the motion picture industry. Submit your talk at aswf.io/opensourcedays
10.04.2025 18:48 โ ๐ 1 ๐ 1 ๐ฌ 0 ๐ 0
Lambert model (left), the classic โqualitativeโ OrenโNayar QON model (center), and our new EON model (right), all at maximal roughness and the same single-scattering albedo color. The top and bottom rows show front and side-lit cases respectively. The EON model compensates for the energy loss of the QON model, producing similar brightness to the Lambert model combined with the characteristic โflatteningโ and enhanced backscattering of the OrenโNayar model.
EON: A practical energy-preserving rough diffuse BRDF; by Portsmouth, Kutz, and Hill. www.jcgt.org/published/00...
31.03.2025 20:37 โ ๐ 63 ๐ 22 ๐ฌ 0 ๐ 0
Implemented USD point instancer primvar support in my toy renderer the last few days. Can now render this 2D Gaussian Splatting (2DGS) scene with a single mesh & MaterialX material.
(Created by Oliver Markowski with Houdini, link see below โฌ๏ธ)
11.03.2025 17:55 โ ๐ 5 ๐ 1 ๐ฌ 1 ๐ 0
This Yearโs Hollywood Awards Season was Powered by Open Source - ASWF
Open source software contributed to the making of award winning films like Flow, Dune: Part Two, The Wild Robot, Inside Out 2 and Moana 2.
Did you know that many of the Academy Award winners and nominees used open source software? Learn more about some of the open source tools used on films like Flow and The Wild Robot at www.aswf.io/blog/this-ye... #ASWF #opensource #VFX #animation
10.03.2025 18:41 โ ๐ 2 ๐ 1 ๐ฌ 0 ๐ 0
Assuming this collaboration achieves its goal, it should make modern shading features such as OpenPBR Surface, energy-preserving Oren-Nayar Diffuse, and the Chiang Hair BSDF available in all future versions of OpenUSD, which would be a major benefit to artists working in this ecosystem.
08.03.2025 19:55 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0
Although itโs a small set of updates, Iโm particularly proud of this latest release because it resulted from a collaboration between the @openusd.bsky.social and @materialx.bsky.social projects, with the goal of making MaterialX v1.39.3 the new default in USD 25.05.
08.03.2025 17:50 โ ๐ 6 ๐ 1 ๐ฌ 1 ๐ 0
Technical Artist/Software Engineer | Prev Treyarch, Lucasfilm Animation, Adobe ,Disney Imagineering, DreamWorks Animation, Disney Animation | Views are my own ๐ฏ๐ฒ๐บ๐ธ
R&D Scientist at Ubisoft La Forge focusing on light transport and fluid simulations. I like mathematics, physics, climbing, progressive musics and reading horror / fantasy / sci-fi books!
Creator: Ultima, โavatarโ, MMO genre
Explorer: Pole to Pole, Orbital Space to Deepest point of Oceans
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Author of Neuromancer and, most recently, Agency (still above from โKill Switchโ, The X-Files, Season 5, Episode 11, co-written with Tom Maddox)
I work on movies and talk about movies. Co-host of Lighter Darker: The ILM Podcast. http://www.tvaziri.com
Senior Graphics Programmer at Larian Studios
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๐ค Coding, science, cats, horror
Virtual Production Supervisor at @ILMVFX helping making cool stuff that is not really there but also it's right there!
Graphics Programmer at Telltale Games. Previously Amazon, LucasFilm and FunBits. he/him.
The Metaverse Standards Forum is a non-profit, member-funded consortium of standards-related organizations, companies, and institutions that are cooperating to foster interoperability for an open and inclusive metaverse.
https://metaverse-standards.org
Creator of gamedevmap and Creative & Strategy Advisor.
Formerly at E-Line Media, Penumbra, Toys for Bob, Factor 5, Double Fine, LucasArts, Illumina Productions, and AnyRiver Entertainment.
Advisor to Taralumen Games and Navigame.
Engineering, Computer Graphics, Art, DSP, ML
Culture, Techno, Industrial, and Electronic Music.
Research Scientist at NVIDIA.
Ex Google Research, Ex games (Sony, Ubisoft, CD Projekt).
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https://linktr.ee/bartwronsk
Animation & Machine Learning at Epic Games. Ex Ubisoft La Forge. Programmer & Occasional Writer. https://theorangeduck.com/