Material Definition Language API
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Index of Topics Explained in the Example Programs
The
Tutorial and Example Programs
explain many topics listed here as an index.
General
Naming conventions
Main include files
Main API access point
Interfaces and handles
Starting and shutting down
Configuration of the MDL API
Loading of MDL modules
Enumerating the contents of MDL modules
Inspecting the parameters of material and function definitions
Instantiating material and function definitions
Changing arguments
Creating material and function variants
Rationale for expressions vs values
Creating a textured material
Compiled materials
Different compilation modes
Target code generation
Different compilation modes and options between
Target code generation for a material with multiple functions
Target code serialization
MDL material state (CPU)
MDL material state (PTX)
MDL material state (GLSL)
Execution of generated code (CPU)
Execution of generated code (PTX)
Execution of generated code (OptiX 7)
Execution of generated code (GLSL)
Loading textures (PTX)
Loading textures (GLSL)
Texture access functions (PTX)
Texture access functions (GLSL)
Constant data (GLSL)
Generated BSDF functions
Changing compiled material arguments at runtime
Automatic derivatives
Material distilling
Baking material sub-expressions
Compiling into one link unit
Baking material to Unity texture channel layout
Mapping distilled materials to a GLSL shader
Traversal of a compiled material
Generating MDL code
Discovery of MDL archives, packages and modules
Caching of information on packages, modules, and materials
Illustration of how we believe MDL materials should be presented to the user
Example for Integrating the MDL encapsulated format
Export and load materials or functions using the MDL encapsulated format
Example for a Microsoft DXR-based MDL-enabled path tracer
Rendering glTF scenes using MDL materials
Linking and optimizing generated MDL code with renderer code
Limiting the number of exported PTX functions
12 November 2020, 19:59, rev.339882
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