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Proposal: Remove uifolder prefix from uiname strings #219

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JGamache-autodesk opened this issue Jun 20, 2024 · 2 comments
Open

Proposal: Remove uifolder prefix from uiname strings #219

JGamache-autodesk opened this issue Jun 20, 2024 · 2 comments

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@JGamache-autodesk
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The current way of repeating the uifolder string in the uiname makes for a very repetitive UI experience:
image
Suggestion: remove the UI folder prefix to get instead
image

@virtualzavie
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Good point. I think this was the intent all along, but ended up being overlooked when came the time to write the implementation.

@JGamache-autodesk
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Actually, if we make all uiname follow the Label column from the parameter specification, we end up with the following patch:

--- resources/libraries/mx_open_pbr_surface.mtlx  2024-07-08 11:45:22 +0000
+++ C:/ws/OpenSource/OpenPBR/reference/open_pbr_surface.mtlx    2024-07-02 13:13:33 +0000
@@ -5,75 +5,75 @@
   -->
   <nodedef name="ND_open_pbr_surface_surfaceshader" node="open_pbr_surface" nodegroup="pbr" version="1.1" isdefaultversion="true"
            doc="OpenPBR Surface Shading Model" uiname="OpenPBR Surface">
-    <input name="base_weight" type="float" value="1.0" uimin="0.0" uimax="1.0" uiname="Weight" uifolder="Base"
+    <input name="base_weight" type="float" value="1.0" uimin="0.0" uimax="1.0" uiname="Base Weight" uifolder="Base"
            doc="Multiplier on the intensity of the reflection from the diffuse and metallic base." />
-    <input name="base_color" type="color3" value="0.8, 0.8, 0.8" uimin="0,0,0" uimax="1,1,1" uiname="Color" uifolder="Base"
+    <input name="base_color" type="color3" value="0.8, 0.8, 0.8" uimin="0,0,0" uimax="1,1,1" uiname="Base Color" uifolder="Base"
            doc="Color of the reflection from the diffuse and metallic base." />
-    <input name="base_diffuse_roughness" type="float" value="0.0" uimin="0.0" uimax="1.0" uiname="Diffuse Roughness" uifolder="Base" uiadvanced="true"
+    <input name="base_diffuse_roughness" type="float" value="0.0" uimin="0.0" uimax="1.0" uiname="Base Diffuse Roughness" uifolder="Base" uiadvanced="true"
            doc="Roughness of the diffuse reflection. Higher values cause the surface to appear flatter." />
-    <input name="base_metalness" type="float" value="0.0" uimin="0.0" uimax="1.0" uiname="Metalness" uifolder="Base"
+    <input name="base_metalness" type="float" value="0.0" uimin="0.0" uimax="1.0" uiname="Base Metalness" uifolder="Base"
            doc="Specifies how metallic the base material appears (dials the base from pure dielectric to pure metal)." />
-    <input name="specular_weight" type="float" value="1.0" uimin="0.0" uisoftmax="1.0" uiname="Weight" uifolder="Specular"
+    <input name="specular_weight" type="float" value="1.0" uimin="0.0" uisoftmax="1.0" uiname="Specular Weight" uifolder="Specular"
            doc="Multiplies the specular reflectivity." />
-    <input name="specular_color" type="color3" value="1, 1, 1" uimin="0,0,0" uimax="1,1,1" uiname="Color" uifolder="Specular"
+    <input name="specular_color" type="color3" value="1, 1, 1" uimin="0,0,0" uimax="1,1,1" uiname="Specular Color" uifolder="Specular"
            doc="Color of the specular reflection (controls the physical edge-tint for metals, and a non-physical overall tint for dielectrics)." />
-    <input name="specular_roughness" type="float" value="0.3" uimin="0.0" uimax="1.0" uiname="Roughness" uifolder="Specular"
+    <input name="specular_roughness" type="float" value="0.3" uimin="0.0" uimax="1.0" uiname="Specular Roughness" uifolder="Specular"
            doc="The roughness of the specular reflection. Lower numbers produce sharper reflections, higher numbers produce blurrier reflections." />
-    <input name="specular_ior" type="float" value="1.5" uimin="0.0" uisoftmin="1.0" uisoftmax="3.0" uiname="IOR" uifolder="Specular"
+    <input name="specular_ior" type="float" value="1.5" uimin="0.0" uisoftmin="1.0" uisoftmax="3.0" uiname="Specular Index of Refraction" uifolder="Specular"
            doc="Index of refraction of the dielectric base." />
-    <input name="specular_roughness_anisotropy" type="float" value="0.0" uimin="0.0" uimax="1.0" uiname="Anisotropy" uifolder="Specular" uiadvanced="true"
+    <input name="specular_roughness_anisotropy" type="float" value="0.0" uimin="0.0" uimax="1.0" uiname="Specular Anisotropy" uifolder="Specular" uiadvanced="true"
            doc="The directional bias of the roughness of the metal/dielectric base, resulting in increasingly stretched highlights along the tangent direction." />
-    <input name="transmission_weight" type="float" value="0.0" uimin="0.0" uimax="1.0" uiname="Weight" uifolder="Transmission" uiadvanced="true"
+    <input name="transmission_weight" type="float" value="0.0" uimin="0.0" uimax="1.0" uiname="Transmission Weight" uifolder="Transmission" uiadvanced="true"
            doc="Mixture weight between the transparent and opaque dielectric base. The greater the value the more transparent the material." />
-    <input name="transmission_color" type="color3" value="1, 1, 1" uimin="0,0,0" uimax="1,1,1" uiname="Color" uifolder="Transmission" uiadvanced="true"
+    <input name="transmission_color" type="color3" value="1, 1, 1" uimin="0,0,0" uimax="1,1,1" uiname="Transmission Color" uifolder="Transmission" uiadvanced="true"
            doc="Controls color of the transparent base due to Beer's law volumetric absorption under the surface (reverts to a non-physical tint when transmission_depth is zero)." />
-    <input name="transmission_depth" type="float" value="0.0" uimin="0.0" uisoftmax="1.0" uiname="Depth" uifolder="Transmission" uiadvanced="true"
+    <input name="transmission_depth" type="float" value="0.0" uimin="0.0" uisoftmax="1.0" uiname="Transmission Depth" uifolder="Transmission" uiadvanced="true"
            doc="Specifies the distance light travels inside the transparent base before it becomes exactly the transmission_color according to Beer's law." />
-    <input name="transmission_scatter" type="color3" value="0, 0, 0" uimin="0,0,0" uimax="1,1,1" uiname="Scatter" uifolder="Transmission" uiadvanced="true"
+    <input name="transmission_scatter" type="color3" value="0, 0, 0" uimin="0,0,0" uimax="1,1,1" uiname="Transmission Scatter" uifolder="Transmission" uiadvanced="true"
            doc="Controls the color of light volumetrically scattered inside the transparent base. Suitable for materials with visually significant scattering such as honey, fruit juice, murky water, opalescent glass, or milky glass." />
-    <input name="transmission_scatter_anisotropy" type="float" value="0.0" uimin="-1.0" uimax="1.0" uiname="Anisotropy" uifolder="Transmission" uiadvanced="true"
+    <input name="transmission_scatter_anisotropy" type="float" value="0.0" uimin="-1.0" uimax="1.0" uiname="Transmission Anisotropy" uifolder="Transmission" uiadvanced="true"
            doc="The amount of directional bias, or anisotropy, of the volumetric scattering in the transparent base." />
-    <input name="transmission_dispersion_scale" type="float" value="0.0" uimin="0.0" uimax="1.0" uiname="Dispersion Scale" uifolder="Transmission" uiadvanced="true"
+    <input name="transmission_dispersion_scale" type="float" value="0.0" uimin="0.0" uimax="1.0" uiname="Transmission Dispersion Scale" uifolder="Transmission" uiadvanced="true"
            doc="Linearly scales the amount of dispersion." />
-    <input name="transmission_dispersion_abbe_number" type="float" value="20.0" uimin="0.0" uisoftmin="9.0" uisoftmax="91.0" uiname="Abbe Number" uifolder="Transmission" uiadvanced="true"
+    <input name="transmission_dispersion_abbe_number" type="float" value="20.0" uimin="0.0" uisoftmin="9.0" uisoftmax="91.0" uiname="Transmission Dispersion Abbe Number" uifolder="Transmission" uiadvanced="true"
            doc="Physical Abbe number of the dielectric medium, describing how much the dielectric index of refraction varies across wavelengths." />
-    <input name="subsurface_weight" type="float" value="0" uimin="0.0" uimax="1.0" uiname="Weight" uifolder="Subsurface" uiadvanced="true"
+    <input name="subsurface_weight" type="float" value="0" uimin="0.0" uimax="1.0" uiname="Subsurface Weight" uifolder="Subsurface" uiadvanced="true"
            doc="Mixture weight which dials the opaque dielectric base between diffuse reflection and subsurface scattering. A value of 1.0 indicates full subsurface scattering and a value 0 for diffuse reflection only." />
-    <input name="subsurface_color" type="color3" value="0.8, 0.8, 0.8" uimin="0,0,0" uimax="1,1,1" uiname="Color" uifolder="Subsurface" uiadvanced="true"
+    <input name="subsurface_color" type="color3" value="0.8, 0.8, 0.8" uimin="0,0,0" uimax="1,1,1" uiname="Subsurface Color" uifolder="Subsurface" uiadvanced="true"
            doc="The observed reflection color of the subsurface scattering medium." />
-    <input name="subsurface_radius" type="float" value="1.0" uimin="0.0" uisoftmax="1.0" uiname="Radius" uifolder="Subsurface" uiadvanced="true"
+    <input name="subsurface_radius" type="float" value="1.0" uimin="0.0" uisoftmax="1.0" uiname="Subsurface Radius" uifolder="Subsurface" uiadvanced="true"
            doc="Length scale of the subsurface scattering mean free path." />
-    <input name="subsurface_radius_scale" type="color3" value="1.0, 0.5, 0.25" uimin="0,0,0" uimax="1,1,1" uiname="Radius Scale" uifolder="Subsurface" uiadvanced="true"
+    <input name="subsurface_radius_scale" type="color3" value="1.0, 0.5, 0.25" uimin="0,0,0" uimax="1,1,1" uiname="Subsurface Radius Scale" uifolder="Subsurface" uiadvanced="true"
            doc="RGB multiplier to subsurface_radius, giving the per-channel scattering mean-free-paths." />
-    <input name="subsurface_scatter_anisotropy" type="float" value="0.0" uimin="-1.0" uimax="1.0" uiname="Anisotropy" uifolder="Subsurface" uiadvanced="true"
+    <input name="subsurface_scatter_anisotropy" type="float" value="0.0" uimin="-1.0" uimax="1.0" uiname="Subsurface Anisotropy" uifolder="Subsurface" uiadvanced="true"
            doc="Controls the phase-function of subsurface scattering, where zero scatters light evenly, positive values scatter forwards, and negative values scatter backwards." />
-    <input name="fuzz_weight" type="float" value="0.0" uimin="0.0" uimax="1.0" uiname="Weight" uifolder="Fuzz" uiadvanced="true"
+    <input name="fuzz_weight" type="float" value="0.0" uimin="0.0" uimax="1.0" uiname="Fuzz Weight" uifolder="Fuzz" uiadvanced="true"
            doc="The presence weight of a fuzz layer that can be used to approximate microfibers, for fabrics such as velvet and satin as well as dust grains." />
-    <input name="fuzz_color" type="color3" value="1, 1, 1" uimin="0,0,0" uimax="1,1,1" uiname="Color" uifolder="Fuzz" uiadvanced="true"
+    <input name="fuzz_color" type="color3" value="1, 1, 1" uimin="0,0,0" uimax="1,1,1" uiname="Fuzz Color" uifolder="Fuzz" uiadvanced="true"
            doc="The color of the fuzz layer." />
-    <input name="fuzz_roughness" type="float" value="0.5" uimin="0.0" uimax="1.0" uiname="Roughness" uifolder="Fuzz" uiadvanced="true"
+    <input name="fuzz_roughness" type="float" value="0.5" uimin="0.0" uimax="1.0" uiname="Fuzz Roughness" uifolder="Fuzz" uiadvanced="true"
            doc="The roughness of the fuzz layer." />
-    <input name="coat_weight" type="float" value="0.0" uimin="0.0" uimax="1.0" uiname="Weight" uifolder="Coat"
+    <input name="coat_weight" type="float" value="0.0" uimin="0.0" uimax="1.0" uiname="Coat Weight" uifolder="Coat"
            doc="The presence weight of a reflective clear-coat layer on top of the material. Use for materials such as car paint or an oily layer." />
-    <input name="coat_color" type="color3" value="1, 1, 1" uimin="0,0,0" uimax="1,1,1" uiname="Color" uifolder="Coat"
+    <input name="coat_color" type="color3" value="1, 1, 1" uimin="0,0,0" uimax="1,1,1" uiname="Coat Color" uifolder="Coat"
            doc="The color of the clear-coat layer's transparency, due to absorption in the coat." />
-    <input name="coat_roughness" type="float" value="0.0" uimin="0.0" uimax="1.0" uiname="Roughness" uifolder="Coat"
+    <input name="coat_roughness" type="float" value="0.0" uimin="0.0" uimax="1.0" uiname="Coat Roughness" uifolder="Coat"
            doc="The roughness of the clear-coat reflections. The lower the value, the sharper the reflection." />
-    <input name="coat_roughness_anisotropy" type="float" value="0.0" uimin="0.0" uimax="1.0" uiname="Anisotropy" uifolder="Coat" uiadvanced="true"
+    <input name="coat_roughness_anisotropy" type="float" value="0.0" uimin="0.0" uimax="1.0" uiname="Coat Anisotropy" uifolder="Coat" uiadvanced="true"
            doc="The directional bias of the roughness of the clear-coat layer, resulting in increasingly stretched highlights along the coat tangent direction." />
-    <input name="coat_ior" type="float" value="1.6" uimin="0.0" uisoftmin="1.0" uisoftmax="3.0" uiname="IOR" uifolder="Coat"
+    <input name="coat_ior" type="float" value="1.6" uimin="0.0" uisoftmin="1.0" uisoftmax="3.0" uiname="Coat Index of Refraction" uifolder="Coat"
            doc="The index of refraction of the clear-coat layer." />
-    <input name="coat_darkening" type="float" value="1.0" uimin="0.0" uimax="1.0" uiname="Darkening" uifolder="Coat"
+    <input name="coat_darkening" type="float" value="1.0" uimin="0.0" uimax="1.0" uiname="Coat Darkening" uifolder="Coat"
            doc="Modulates the physical coat darkening effect." />
-    <input name="thin_film_weight" type="float" value="0" uimin="0.0" uimax="1.0" uiname="Weight" uifolder="Thin Film" uiadvanced="true"
+    <input name="thin_film_weight" type="float" value="0" uimin="0.0" uimax="1.0" uiname="Thin Film Weight" uifolder="Thin Film" uiadvanced="true"
            doc="Coverage weight of the thin-film. Use for materials such as multi-tone car paint or soap bubbles." />
-    <input name="thin_film_thickness" type="float" value="0.5" uimin="0.0" uisoftmax="1.0" uiname="Thickness" uifolder="Thin Film" uiadvanced="true"
+    <input name="thin_film_thickness" type="float" value="0.5" uimin="0.0" uisoftmax="1.0" uiname="Thin Film Thickness" uifolder="Thin Film" uiadvanced="true"
            doc="The thickness of the thin-film layer on the base (in micrometers)." />
-    <input name="thin_film_ior" type="float" value="1.4" uimin="0.0" uisoftmin="1.0" uisoftmax="3.0" uiname="IOR" uifolder="Thin Film" uiadvanced="true"
+    <input name="thin_film_ior" type="float" value="1.4" uimin="0.0" uisoftmin="1.0" uisoftmax="3.0" uiname="Thin Film Index of Refraction" uifolder="Thin Film" uiadvanced="true"
            doc="The index of refraction of the thin-film." />
-    <input name="emission_luminance" type="float" value="0.0" uimin="0.0" uisoftmax="1000.0" uiname="Luminance" uifolder="Emission"
+    <input name="emission_luminance" type="float" value="0.0" uimin="0.0" uisoftmax="1000.0" uiname="Emission Luminance" uifolder="Emission"
            doc="The amount of emitted light, as a luminance in nits." />
-    <input name="emission_color" type="color3" value="1, 1, 1" uimin="0,0,0" uimax="1,1,1" uiname="Color" uifolder="Emission"
+    <input name="emission_color" type="color3" value="1, 1, 1" uimin="0,0,0" uimax="1,1,1" uiname="Emission Color" uifolder="Emission"
            doc="The color of the emitted light." />
     <input name="geometry_opacity" type="float" value="1" uimin="0" uimax="1" uiname="Opacity" uifolder="Geometry"
            doc="The opacity of the entire material." />

It is unclear to me if I should try contributing it as a PR though.

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