Output will primarily be to custom tools but also hlsl/glsl for painter, designer , Houdini, Maya etc. This is less about building a material library than it is about building surface shaders without the need for graphics engineers. We can compile an MDL file including custom functions down to our fragment language already…
This is our goal too. MaterialX is probably the best hope to achieve that in my view. One requirement for us is being able to use the same material library for both real time and offline rendering, and it's becoming possible ! for example recently Unreal Engine 5.1 added MaterialX support for standardSurface, Omniverse can…