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Fix incorrect transform in genosl #972
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Fix incorrect transform in genosl #972
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This changelist updates the transform(matrix, vector4) method in genosl to match a corresponding fix in the OSL codebase. See AcademySoftwareFoundation/OpenShadingLanguage#1513 for more details.
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Hi @rasmusbonnedal, |
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@kwokcb I agree! I searched for |
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Good points, @rasmusbonnedal and @kwokcb, and let's double check these visual behaviors before merging the fix. In some cases, we may have been transposing the matrix to compensate for this issue, and in those situations we should remove the unneeded transpose calls. |
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Attaching reference renders with the latest proposed changes: |
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I think rotate3d needs to add a transpose: https://github.com/jstone-lucasfilm/MaterialX/blob/e47a3b3f14860d1b7e19fa49fa899fed973a73ea/libraries/stdlib/genosl/mx_rotate_vector3.osl#L18 |
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@rasmusbonnedal I was curious about this as well, and I couldn't find an existing test material that would confirm this one way or another. If you're confident that the original version was correct, and a transpose is now needed for parity, would you have the bandwidth to write up a pull request for this change to the MaterialX GitHub? |
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That's great news, @rasmusbonnedal, and thanks for confirming! |
This changelist updates the transform(matrix, vector4) method in genosl to match a corresponding fix in the OSL codebase. See AcademySoftwareFoundation/OpenShadingLanguage#1513 for more details.



This changelist updates the transform(matrix, vector4) method in genosl to match a corresponding fix in the OSL codebase. See AcademySoftwareFoundation/OpenShadingLanguage#1513 for more details.