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by bhouston 1050 days ago
My understanding is that this is an evolution of the Autodeks Standard Surface (https://autodesk.github.io/standard-surface/), which itself is a superset of the glTF 2.0 material with its PBR extensions (https://github.com/KhronosGroup/glTF/blob/main/extensions/RE... ). This OpenPBR is designed to handle Hollywood VFX type effects as well as real-time, thus it is more complex than glTF's PBR materials which are real-time focused.

Together this means there is a lot of alignment between these models. I wouldn't be surprised to see a glTF 3.0 that adopts the OpenPBR as its main material definition, skipping the current extension complexity.

OpenPBR for material exchange combined with MaterialX for shader graph exchange combined (https://materialx.org) with OpenUSD for geometry and scene graph exchange, means together we are headed into a world where high quality 3D assets are exchangeable between content creation tools.

1 comments

This is an evolution and merger of the Autodesk Standard Surface and Adobe Standard Surface.

Edit: removed mention of subset/superset since his post corrected the typo

But yes there’s overlap as there will be in any PBR definition and I think the glTF spec can be considered a subset of this, closer to the preview variant.

NOTE: I fixed the typo, it was intended to be "superset" rather than "subset."
Awesome. I updated my post accordingly too