Jonathan Stone

Lead Rendering Engineer, Materials and Shading at the Lucasfilm Advanced Development Group. Former graphics lead at Double Fine Productions. Music nerd.

Jonathan Stone boosted:
Metaverse Standards Forummetaverse@fosstodon.org
2025-04-24

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/member
#glTF #MaterialX #USD

Jonathan Stone boosted:
2025-03-26

I continuously update the database at api.physicallybased.info and the website at physicallybased.info

Some of the recent updates include:
- New materials
- New cameras (now also with resolutions)
- New light sources
- More accurate complex IOR values for metals
- Nicer display of references, with more info
- Started work on API v2

#CG #VFX #GameDev #Rendering #PBR #3D #MaterialX #B3D #Blender

Jonathan Stone boosted:
2025-03-08

MaterialX v1.39.3 has been released!

This version is primarily focused on the alignment between MaterialX and OpenUSD, with a number of improvements and fixes that support an upgrade to MaterialX v1.39.3 as the default version in OpenUSD 25.05.

Additionally, it adds support for OSL v1.14 and MDL v1.10, and includes optimizations to ShaderGen and GitHub CI to improve performance for artists and developers working with MaterialX.

github.com/AcademySoftwareFoun

The MaterialX logoThe OpenUSD logo
2025-01-22

MaterialX v1.39.2 also brings improvements to the classic Worley noise technique, contributed by Chris Rydalch at SideFX and seen here in Karma for Houdini.

A demonstration of improved Worley noise on the Standard Shader Ball.A demonstration of improved Worley noise on the Standard Shader Ball.
2025-01-21

Another key contribution is generic color ramps, authored by Jonathan Feldstein at Autodesk and seen below in Arnold for Maya, allowing a new level of flexibility for color controls in MaterialX graphs.

An abstract scene demonstrating generic color ramps in MaterialX v1.39.2, rendered in Arnold for Maya.An abstract scene demonstrating generic color ramps in MaterialX v1.39.2, rendered in Arnold for Maya.
2025-01-21

Highlighting one of the key contributions in MaterialX v1.39.2, Masuo Suzuki at NVIDIA contributed the Chiang Hair BSDF, seen below in NVIDIA RTX, which opens the door to the authoring of cross-platform, customizable hair shading models in MaterialX and OpenUSD.

github.com/AcademySoftwareFoun

Three different examples of the Chiang Hair BSDF in MaterialX v1.39.2, rendered in NVIDIA RTX.
Jonathan Stone boosted:
2025-01-21

MaterialX v1.39.2 has been released!

This version adds support for the Chiang Hair BSDF, Disney Principled shading model, generic color ramps, improved Worley noise, shader generation optimizations, and contributions from our participants in ASWF Dev Days 2024.

aswf.io/blog/materialx-v1-39-2

Jonathan Stone boosted:
befores & afters magazinebeforesmag
2025-01-15

How the Academy Software Foundation works -->

Executive Director David Morin on the origins of the organization and the VFX software packages the ASWF encompasses.

A new podcast at @beforesmag!

beforesandafters.com/2025/01/1

Jonathan Stone boosted:
2025-01-10

The first release candidate for MaterialX 1.39.2 has been marked on GitHub, and we're encouraging teams to test it out over the next week.

The tag for this release candidate is v1.39.2-rc1, and the latest changelog may be found at github.com/AcademySoftwareFoun

Jonathan Stone boosted:
2024-12-17

We have two openings for interns in my group at Pixar, RenderMan, for June to August, 2025. Deadline to apply is February 3.

Prior interns include folks who now have full time careers with Pixar, Walt Disney, Intel, NVIDIA, Sony, Chaos Czech, and Meta; as well as others who are now professors at Stanford, Clemson, and Utah. The experience is invaluable and the work on a feature film renderer is always interesting!

For more information:
pixar.wd5.myworkdayjobs.com/en

Happy to answer questions here.

Jonathan Stone boosted:
2024-12-03

Congratulations to our colleagues at OTOY for this initial preview of MaterialX support in Octane Render 2026.1:

render.otoy.com/forum/viewtopi

The Open Chess Set and MaterialX UI examples in a preview of Octane Render 2026.1
2024-11-23

Highlighting this post from @ShannonIn3D, we're very interested in the possibilities for Slang in MaterialX, where it could be used to harmonize node implementations across GLSL, HLSL, MSL, WGSL, and other hardware shading languages.

shader-slang.com/blog/2024/11/

2024-11-14

I wanted to highlight this recent proposal from Masuo Suzuki at NVIDIA, adding support for Mikkelsen's classic Hex-Tiling technique in MaterialX.

We're very interested in feedback from the graphics community on this proposal, and we're aiming to include this feature in MaterialX v1.39.3.

github.com/AcademySoftwareFoun

A comparison of regular tiling with Mikkelsen's hex-tiling on a flat surface.
Jonathan Stone boosted:
2024-10-24

Here's a cool new paper on an energy-preserving version of the Oren-Nayar model for a rough diffuse BRDF. By Jamie Portsmouth, Peter Kutz, and @self_shadow

arxiv.org/abs/2410.18026

2024-09-22

@ocornut I'm connected to Martin through the Academy Software Foundation Slack organization, which is free for anyone to join, but I'd also be happy to pass along a message:

aswf.io/get-involved/

2024-09-14

For any developer who is interested in contributing to an Academy Software Foundation project, perhaps for the first time, I wanted to highlight ASWF Dev Days 2024, which will take place on September 26-27.

MaterialX will be a proud participant, as will many of our sibling projects, including OpenImageIO, OpenColorIO, OpenEXR, and Open Shading Language!

aswf.io/blog/devdays2024/

Jonathan Stone boosted:

Dear ImGui 1.91.1 released!
github.com/ocornut/imgui/relea

(Screenshots credits:
- Legend of Zelda Tears of the Kingdom (from CEDEC 2024 slide)
- IKEA STRĂ…LA Editor (see talk: youtube.com/watch?v=Kup0d4Te3n)
- NDS emulator by github.com/StrikerX3
- Untitled tool by github.com/fchen99)

Jonathan Stone boosted:
2024-09-03

MaterialX 1.39.1 is released! This version adds initial shader translation graphs between Standard Surface and OpenPBR Surface, aligns the public definitions of the MaterialX Lama nodes with RenderMan, and addresses a number of build issues in OpenUSD integrations.

The renders below show the LamaGeneralizedSchlick node in the MaterialX Viewer.

Clear glass shader ball in the MaterialX ViewerRed glass shader ball in the MaterialX ViewerCyan glass shader ball in the MaterialX Viewer
Jonathan Stone boosted:
2024-08-15

For folks who weren't able to attend, video recordings of the MaterialX and OpenPBR Virtual Town Hall and other sessions at ASWF Open Source Days 2024 are now online:

youtube.com/watch?v=hMNQHlbHYH

Jonathan Stone boosted:
2024-08-13

The first release candidate for MaterialX 1.39.1 has been marked on GitHub, and we're encouraging teams to test it out over the next week.

The tag for this release candidate is v1.39.1-rc1, and the latest changelog may be found at github.com/AcademySoftwareFoun

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