Niklas Harrysson
@niklasharrysson
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CEO/Owner at Lumiere Software. Consulting and Software Engineering for creative industries across Media & Entertainment, Digital Design and Visualization.
Gothenburg, Sweden
Joined October 2011
Time for a deep dive: click thru for everything you ever wanted to know about the origins and evolution of MaterialX! Thanks so much to @SheriffStone, @niklasharrysson, Doug Smythe & Guido Quaroni for sharing this history with us. #materialx #opensource
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Kudos to our colleagues at @sidefx for their impressive integration of #MaterialX into Houdini Solaris. I really like their documentation of the MaterialX node set, which includes path-traced renders for each of the BSDF nodes. https://t.co/BPqTfsC7cy
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Take Stirling for a spin! This updated @Pixar asset gives you a chance to try MaterialX Lama, Aces, and Bump Roughness in all supported DCCs! @sidefx #Houdini @AdskMaya @TheFoundryTeam #Katana @BlenderNation @Blender #shading #lighting #VFX #CG #CGI
https://t.co/P6h5Sg8peg
renderman.pixar.com
Look-Dev Project
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We're honored to announce that #MaterialX has joined the Academy Software Foundation, and thanks to all of our collaboration partners and colleagues who made this possible!
๐Welcome @MaterialXcg as the newest project at the #ASWF. ๐ Originating at #LucasFilm in 2012, it has grown into the central format for material description at @ILMVFX since the production of Star Wars: The Force Awakens." Read more:
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It's great to see that Karen Lucknavalai's work on MaterialX v1.38 in Hydra/Storm will become part of the next release of USD!
The first 21.05 release candidate is out now! Check out the changes below, and give it a spin if you can! https://t.co/2ZQ6K3EAF3
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Join us next week for an @autodesku panel on MaterialX, USD, and open standards across the industry, with speakers from @Lucasfilm_Ltd, @AutodeskOSS, @Adobe/@Substance3D, and #IKEA.
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Following the Physically Based Shading Course Q&A, @niklasharrysson created a channel to discuss Fresnel model 'standards'. Inputs/feedbacks from the rendering community would be highly welcomed!
github.com
At the Physically Based Shading course at Siggraph this year Naty Hoffman presented issues with established Fresnel models. Both how it's incorrect to use the physical Fresnel equations directl...
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Check out the Physically Based Shading course at SIGGRAPH this year. Among a great lineup of speakers, Iโll be co-presenting with @SheriffStone from Lucasfilm. https://t.co/Po3JpCyYiM
Honored to be a part of this year's Physically Based Shading course at SIGGRAPH, where I'll be co-presenting with @niklasharrysson from @autodesk. Thanks to @self_shadow, @stevemcauley, and the great speakers with which we'll be sharing a virtual stage. https://t.co/w2SFubwUg8
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Another MaterialX session from Siggraph this year. Enjoy ๐
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Checkout what we've been up to on the MaterialX front: https://t.co/wqzELMagk8
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Thanks to our colleagues on the @solidangle team at @autodesk for contributing the Arnold Shader Ball as part of the open-source MaterialX project. It's now the default display geometry for the MaterialX viewer. https://t.co/MahfxlY27n
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Our shadergen framework and PBR node library (f.k.a. ShaderX) is now a first-class citizen in @Lucasfilm_Ltd's @MaterialXcg ๐๐
Thanks to the hard work of colleagues at @autodesk and @Lucasfilm_Ltd, the ShaderX codebase has been merged into MaterialX, bringing its physically-based shading node set and GLSL/OSL shader generation. https://t.co/I01qjCkTej
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MaterialX v1.36 has been released! Now supporting a richer set of math operators, node versioning, node interface inheritance, USD-compliant collections, and much more: https://t.co/tH6OgmqVOX
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We released Embree 2.16! Improved multi-segment motion blur & two-level BVHs, higher RT perf, lower mem usage, etc.:
github.com
Improved multi-segment motion blur support for scenes with different number of time steps per mesh. New top level BVH builder that improves build times and BVH quality of two-level BVHs. Added supp...
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If you haven't seen The Shallows, consider seeing it just for @ILPVFX's shark - so good. Breakdown: https://t.co/1FxKi0JCzF
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Danielle Feinberg TED Talk (HD): The magic ingredient that brings Pixar movies to life
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.@Interstellar won #Oscars2015 for visual effects. Here's a visual of Earth. No effects. https://t.co/5V55bJ2e5D
http://t.co/ekQOsdgG26
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