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In HdStorm, when creating a shader on the fly for a MaterialX material network, I think there is a mistake in the light loop string.
The actual LightData structure instance in the shader is called "$lightData" not "u_lightData".
And, in this cpp file, there are 3 instances of the variable "u_lightData" related to shadowOcclusion in different strings.
So I think the 3 instances of "u_lightData"should be replaced by "u_lightData" to be correct.
As an example, here is the shader generated for a MaterialX standard surface : HydraToMaterialXShader.txt
And you can see that the LightData struct is instantiated as : LightData $lightData[MAX_LIGHT_SOURCES];
But line 267 you get : u_lightData[u_numActiveLightSources].shadowOcclusion =
And u_lightData is not defined but is used line 267, and 270 and 1734.
Thank you.
Regards,
David Lanier
Autodesk
The text was updated successfully, but these errors were encountered:
Hi,
In HdStorm, when creating a shader on the fly for a MaterialX material network, I think there is a mistake in the light loop string.
The actual LightData structure instance in the shader is called "$lightData" not "u_lightData".
And, in this cpp file, there are 3 instances of the variable "u_lightData" related to shadowOcclusion in different strings.
So I think the 3 instances of "u_lightData"should be replaced by "u_lightData" to be correct.
As an example, here is the shader generated for a MaterialX standard surface :
HydraToMaterialXShader.txt
And you can see that the LightData struct is instantiated as :
LightData $lightData[MAX_LIGHT_SOURCES];
But line 267 you get :
u_lightData[u_numActiveLightSources].shadowOcclusion =
And u_lightData is not defined but is used line 267, and 270 and 1734.
Thank you.
Regards,
David Lanier
Autodesk
The text was updated successfully, but these errors were encountered: