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Fix flake node documentations (AcademySoftwareFoundation#2953)
Fix `flake2d` and `flake3d` node documentations.
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documents/Specification/MaterialX.StandardNodes.md

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@@ -517,38 +517,38 @@ A single node supporting 3D Perlin, Cell, Worley or Fractal noise in a unified i
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### `flake2d`
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Generates a procedural flake pattern in 2D space, suitable for simulating metallic flakes in materials such as car paint.
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|Port |Description |Type |Default |
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|-------------|---------------------------------------------------------------------------------------------------|-------|--------|
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|`texcoord` |The 2D texture coordinate at which the flake pattern is evaluated |vector2|_UV0_ |
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|`size` |The size of individual flakes, with smaller values producing larger flakes |float |0.01 |
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|`roughness` |The surface roughness of individual flakes, controlling the variation in normal |float |0.1 |
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|`coverage` |The density of flakes in the pattern, ranging from 0.0 (no flakes) to 1.0 (maximum) |float |0.5 |
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|`normal` |The surface normal vector used as the base for flake normal perturbations |vector3|_Nworld_|
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|`tangent` |The surface tangent vector, used to construct the tangent space |vector3|_Tworld_|
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|`bitangent` |The surface bitangent vector, used to construct the tangent space |vector3|_Bworld_|
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|`id` |Output: unique identifier for each flake. 0 for no flake |integer|0 |
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|`rand` |Output: random value per flake for additional variation. 0.0 for no flake |float |0.0 |
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|`presence` |Output: presence per flake; a depth-like value (higher is closer to the surface). 0.0 for no flake.|float |0.0 |
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|`flakenormal`|Output: the computed flake normal. Base normal if no flake present |vector3|_Nworld_|
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|Port |Description |Type |Default |
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|-------------|--------------------------------------------------------------------------------------------------------------|-------|--------|
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|`texcoord` |The 2D texture coordinate at which the flake pattern is evaluated |vector2|_UV0_ |
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|`size` |The size of individual flakes, with smaller values producing smaller flakes |float |0.01 |
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|`roughness` |The surface roughness of individual flakes, controlling the variation in normal |float |0.1 |
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|`coverage` |The density of flakes in the pattern, ranging from 0.0 (no flakes) to 1.0 (maximum) |float |0.5 |
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|`normal` |The surface normal vector used as the base for flake normal perturbations |vector3|_Nworld_|
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|`tangent` |The surface tangent vector, used to construct the tangent space |vector3|_Tworld_|
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|`bitangent` |The surface bitangent vector, used to construct the tangent space |vector3|_Bworld_|
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|`id` |Output: stable pseudo-random integer label for the selected flake, not guaranteed to be unique. 0 for no flake|integer|0 |
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|`rand` |Output: random value per flake for additional variation. 0.0 for no flake |float |0.0 |
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|`presence` |Output: presence per flake; a depth-like value (higher is closer to the surface). 0.0 for no flake |float |0.0 |
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|`flakenormal`|Output: the computed flake normal. Base normal if no flake present |vector3|_Nworld_|
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<a id="node-flake3d"> </a>
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### `flake3d`
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Generates a procedural flake pattern in 3D space, suitable for simulating metallic flakes in materials such as car paint.
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|Port |Description |Type |Default |
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|-------------|---------------------------------------------------------------------------------------------------|-------|---------|
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|`position` |The 3D position at which the flake pattern is evaluated |vector3|_Pobject_|
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|`size` |The size of individual flakes, with smaller values producing larger flakes |float |0.01 |
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|`roughness` |The surface roughness of individual flakes, controlling the variation in normal |float |0.1 |
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|`coverage` |The density of flakes in the pattern, ranging from 0.0 (no flakes) to 1.0 (maximum) |float |0.5 |
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|`normal` |The surface normal vector used as the base for flake normal perturbations |vector3|_Nworld_ |
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|`tangent` |The surface tangent vector, used to construct the tangent space |vector3|_Tworld_ |
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|`bitangent` |The surface bitangent vector, used to construct the tangent space |vector3|_Bworld_ |
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|`id` |Output: unique identifier for each flake. 0 for no flake |integer|0 |
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|`rand` |Output: random value per flake for additional variation. 0.0 for no flake |float |0.0 |
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|`presence` |Output: presence per flake; a depth-like value (higher is closer to the surface). 0.0 for no flake.|float |0.0 |
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|`flakenormal`|Output: the computed flake normal. Base normal if no flake present |vector3|_Nworld_ |
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|Port |Description |Type |Default |
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|-------------|--------------------------------------------------------------------------------------------------------------|-------|---------|
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|`position` |The 3D position at which the flake pattern is evaluated |vector3|_Pobject_|
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|`size` |The size of individual flakes, with smaller values producing smaller flakes |float |0.01 |
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|`roughness` |The surface roughness of individual flakes, controlling the variation in normal |float |0.1 |
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|`coverage` |The density of flakes in the pattern, ranging from 0.0 (no flakes) to 1.0 (maximum) |float |0.5 |
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|`normal` |The surface normal vector used as the base for flake normal perturbations |vector3|_Nworld_ |
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|`tangent` |The surface tangent vector, used to construct the tangent space |vector3|_Tworld_ |
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|`bitangent` |The surface bitangent vector, used to construct the tangent space |vector3|_Bworld_ |
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|`id` |Output: stable pseudo-random integer label for the selected flake, not guaranteed to be unique. 0 for no flake|integer|0 |
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|`rand` |Output: random value per flake for additional variation. 0.0 for no flake |float |0.0 |
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|`presence` |Output: presence per flake; a depth-like value (higher is closer to the surface). 0.0 for no flake |float |0.0 |
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|`flakenormal`|Output: the computed flake normal. Base normal if no flake present |vector3|_Nworld_ |
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### Noise Node Notes
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libraries/stdlib/stdlib_defs.mtlx

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<!--
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Node: <flake2d>
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3D flake pattern generator.
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2D flake pattern generator.
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-->
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<nodedef name="ND_flake2d" node="flake2d" nodegroup="procedural2d">
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<input name="size" type="float" value="0.01" doc="Size of individual flakes." />
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<input name="normal" type="vector3" defaultgeomprop="Nworld" doc="Surface normal; defaults to the current world-space normal." />
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<input name="tangent" type="vector3" defaultgeomprop="Tworld" doc="Surface tangent vector, defaults to the current world-space tangent vector." />
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<input name="bitangent" type="vector3" defaultgeomprop="Bworld" doc="Surface bitangent vector, defaults to the current world-space bitangent vector." />
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<output name="id" type="integer" default="0" doc="Unique identifier for each flake (0 for no flake)." />
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<output name="id" type="integer" default="0" doc="Stable pseudo-random integer label for the selected flake, not guaranteed to be unique (0 for no flake)." />
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<output name="rand" type="float" default="0.0" doc="Random value per flake for additional variation (0 for no flake)." />
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<output name="presence" type="float" default="0.0" doc="Depth-based presence value per flake for additional variation (0 for no flake)." />
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<output name="flakenormal" type="vector3" default="Nworld" doc="The computed flake normal (base normal if no flake present)." />
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</nodedef>
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<!--
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Node: <flake3d>
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2D flake pattern generator.
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3D flake pattern generator.
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-->
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<nodedef name="ND_flake3d" node="flake3d" nodegroup="procedural3d">
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<input name="size" type="float" value="0.01" doc="Size of individual flakes." />
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<input name="normal" type="vector3" defaultgeomprop="Nworld" doc="Surface normal; defaults to the current world-space normal." />
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<input name="tangent" type="vector3" defaultgeomprop="Tworld" doc="Surface tangent vector, defaults to the current world-space tangent vector." />
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<input name="bitangent" type="vector3" defaultgeomprop="Bworld" doc="Surface bitangent vector, defaults to the current world-space bitangent vector." />
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<output name="id" type="integer" default="0" doc="Unique identifier for each flake (0 for no flake)." />
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<output name="id" type="integer" default="0" doc="Stable pseudo-random integer label for the selected flake, not guaranteed to be unique (0 for no flake)." />
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<output name="rand" type="float" default="0.0" doc="Random value per flake for additional variation (0 for no flake)." />
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<output name="presence" type="float" default="0.0" doc="Depth-based presence value per flake for additional variation (0 for no flake)." />
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<output name="flakenormal" type="vector3" default="Nworld" doc="The computed flake normal (base normal if no flake present)." />

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