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Making the ground use mtlx, and the Disney Principled shader.
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<?xml version="1.0" encoding="UTF-8"?> | ||
<materialx version="1.25" colorspace="gamma.rec709g22" require="matopgraph"> | ||
<opgraph name="default_opgraph" fileprefix="/data/Textures"> | ||
<image name="baseColor_flatImage" type="color3"> | ||
<parameter name="file" type="filename" value="Checker.png" /> | ||
<parameter name="uvset" type="integer" value="0" /> | ||
</image> | ||
<output name="baseColor_output" type="color3"> | ||
<parameter name="in" type="opgraphnode" value="baseColor_flatImage" /> | ||
<parameter name="width" type="integer" value="512" /> | ||
<parameter name="height" type="integer" value="512" /> | ||
</output> | ||
</opgraph> | ||
<shader name="disney" shadertype="Surface" shaderprogram="disneySrf"> | ||
<input name="baseColor" type="color3" value="0.7, 0.7, 0.7"/> | ||
<input name="metallic" type="float" value="0.0" /> | ||
<input name="subsurface" type="float" value="0.0" /> | ||
<input name="specular" type="float" value="0.5" /> | ||
<input name="roughness" type="float" value="0.8" /> | ||
<input name="specularTint" type="float" value="0.0" /> | ||
<input name="anisotropic" type="float" value="0.0" /> | ||
<input name="sheen" type="float" value="0.0" /> | ||
<input name="sheenTint" type="float" value="0.5" /> | ||
<input name="clearcoat" type="float" value="0.0" /> | ||
<input name="clearcoatGloss" type="float" value="1.0" /> | ||
</shader> | ||
<material name="default"> | ||
<shaderref name="disney" shadertype="Surface" /> | ||
</material> | ||
</materialx> |
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