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* Docs update

* Test action.

* Revert "Test action."

This reverts commit 8f5a7b5.
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kwokcb committed Nov 3, 2023
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4 changes: 2 additions & 2 deletions README.html
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Expand Up @@ -327,7 +327,7 @@ <h2 id="documentation">Documentation</h2>
<h2 id="usage">Usage</h2>
<script type="module" src="https://unpkg.com/@google/model-viewer/dist/model-viewer.js">
</script>
<p><model-viewer style='background-color:rgba(0.8, 0.8, 0.8, 1.0); width: 48em; height: 48em' id='viewer1' ar interaction-prompt='none' camera-controls touch-action='pan-y' src='./docs/data/BoomBoxWithAxes_primMaterials.glb' shadow-intensity='0.3' alt='BoomBox With Axes Per Prim Material' poster='./docs/data/BoomBoxWithAxes_primMaterials.png'></model-viewer></p>
<p><model-viewer style='background-color:rgba(0, 0, 0, 1.0); width: 24em; height: 24em' id='viewer1' ar interaction-prompt='none' camera-controls touch-action='pan-y' src='./docs/data/BoomBoxWithAxes_primMaterials.glb' shadow-intensity='0.3' alt='BoomBox With Axes Per Prim Material' poster='./docs/data/BoomBoxWithAxes_primMaterials.png'></model-viewer></p>
<p>The following shows is a set of progressive examples to convert from a glTF file to MaterialX and then to a new glTF file for &quot;shader ball&quot; preview of<br>
extracted materials.</p>
<p>Note that the sample data is included as part of the package for convenience.</p>
Expand All @@ -340,7 +340,7 @@ <h2 id="usage">Usage</h2>
<p><img src="https://raw.githubusercontent.com/kwokcb/MaterialX_Learn/main/documents/images/mtlx_to_gltf_materialviewer.png" alt="VSCode Snapshot"
width="50%"></p>
<h2 id="interactive-example">Interactive Example</h2>
<p>A <code>Jupyter</code> notebook which performs the same steps is available <a href="./docs/examples.html">here</a>. This or any other notebook can be used if the user wishes to test the package in an interactive environment.</p>
<p>A <code>Jupyter</code> notebook which performs the same steps is available <a href="https://kwokcb.github.io/docs/examples.html">here</a>. This or any other notebook can be used if the user wishes to test the package in an interactive environment.</p>
<h3 id="import-the-package">Import the package</h3>
<pre class="hljs"><code><div><span class="hljs-keyword">import</span> materialxgltf.core <span class="hljs-keyword">as</span> core
</div></code></pre>
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4 changes: 2 additions & 2 deletions README.md
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Expand Up @@ -58,7 +58,7 @@ Refer to [this documentation](https://kwokcb.github.io/materialxgltf/docs/html)
<script type="module" src="https://unpkg.com/@google/model-viewer/dist/model-viewer.js">
</script>

<model-viewer style='background-color:rgba(0, 0, 0, 1.0); width: 48em; height: 48em' id='viewer1' ar interaction-prompt='none' camera-controls touch-action='pan-y' src='./docs/data/BoomBoxWithAxes_primMaterials.glb' shadow-intensity='0.3' alt='BoomBox With Axes Per Prim Material' poster='./docs/data/BoomBoxWithAxes_primMaterials.png'></model-viewer>
<model-viewer style='background-color:rgba(0, 0, 0, 1.0); width: 24em; height: 24em' id='viewer1' ar interaction-prompt='none' camera-controls touch-action='pan-y' src='./docs/data/BoomBoxWithAxes_primMaterials.glb' shadow-intensity='0.3' alt='BoomBox With Axes Per Prim Material' poster='./docs/data/BoomBoxWithAxes_primMaterials.png'></model-viewer>

The following shows is a set of progressive examples to convert from a glTF file to MaterialX and then to a new glTF file for "shader ball" preview of
extracted materials.
Expand All @@ -81,7 +81,7 @@ width="50%">

## Interactive Example

A `Jupyter` notebook which performs the same steps is available [here](./docs/examples.html). This or any other notebook can be used if the user wishes to test the package in an interactive environment.
A `Jupyter` notebook which performs the same steps is available [here](https://kwokcb.github.io/docs/examples.html). This or any other notebook can be used if the user wishes to test the package in an interactive environment.

### Import the package
```python
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6 changes: 3 additions & 3 deletions Doxyfile → docs/Doxyfile
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# entered, it will be relative to the location where doxygen was started. If
# left blank the current directory will be used.

OUTPUT_DIRECTORY = docs
OUTPUT_DIRECTORY = .

# If the CREATE_SUBDIRS tag is set to YES then doxygen will create 4096 sub-
# directories (in 2 levels) under the output directory of each output format and
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# spaces. See also FILE_PATTERNS and EXTENSION_MAPPING
# Note: If this tag is empty the current directory is searched.

INPUT = src/materialxgltf,.
INPUT = ../src/materialxgltf,..

# This tag can be used to specify the character encoding of the source files
# that doxygen parses. Internally doxygen uses the UTF-8 encoding. Doxygen uses
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# (index.html). This can be useful if you have a project on for instance GitHub
# and want to reuse the introduction page also for the doxygen output.

USE_MDFILE_AS_MAINPAGE =
USE_MDFILE_AS_MAINPAGE = ../index.md

#---------------------------------------------------------------------------
# Configuration options related to source browsing
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304 changes: 304 additions & 0 deletions docs/gallery.html
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<title>gallery.md</title>
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<h2 id="gallery">Gallery</h2>
<script type="module" src="https://unpkg.com/@google/model-viewer/dist/model-viewer.js">
</script>
<h3 id="materialx-to-gltf">MaterialX to glTF</h3>
<p>The following are some examples of conversions from MaterialX to glTF. The input files are from the <code>resources</code> folder of the ASWF MaterialX Repository found <a href="https://github.com/AcademySoftwareFoundation/MaterialX/tree/main/resources/Materials/Examples">here</a>. the glTF and Autodesk<br>
Standard Surface example scenes are converted. For the latter shader translation and texture baking are performed. All results are packaged into<br>
individual glTF binary files (glb).</p>
<p>These files can be previewed in any integration which accepts <code>glb</code> files as input such as the <a href="https://threejs.org/editor/">ThreeJS editor</a>, and the <a href="https://sandbox.babylonjs.com/">Babylon viewer</a>. For this page the <a href="https://modelviewer.dev/">model-viewer</a> package is used.</p>
<h3 id="gltf-to-materialx">glTF to MaterialX</h3>
<p><model-viewer style='background-color:rgba(0, 0, 0, 1.0); width: 24em; height: 24em' id='viewer1' ar interaction-prompt='none' camera-controls touch-action='pan-y' src='https://kwokcb.github.io//docs/data/BoomBoxWithAxes_primMaterials.glb' shadow-intensity='0.3' alt='BoomBox With Axes Per Prim Material' poster='https://kwokcb.github.io/docs/data/BoomBoxWithAxes_primMaterials.png'></model-viewer></p>

</body>
</html>
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## Gallery

<script type="module" src="https://unpkg.com/@google/model-viewer/dist/model-viewer.js">
</script>

### MaterialX to glTF

The following are some examples of conversions from MaterialX to glTF. The input files are from the `resources` folder of the ASWF MaterialX Repository found [here](https://github.com/AcademySoftwareFoundation/MaterialX/tree/main/resources/Materials/Examples). the glTF and Autodesk
Standard Surface example scenes are converted. For the latter shader translation and texture baking are performed. All results are packaged into
individual glTF binary files (glb).

These files can be previewed in any integration which accepts `glb` files as input such as the [ThreeJS editor](https://threejs.org/editor/), and the [Babylon viewer](https://sandbox.babylonjs.com/). For this page the [model-viewer](https://modelviewer.dev/) package is used.


### glTF to MaterialX

<model-viewer style='background-color:rgba(0, 0, 0, 1.0); width: 24em; height: 24em' id='viewer1' ar interaction-prompt='none' camera-controls touch-action='pan-y' src='https://kwokcb.github.io//docs/data/BoomBoxWithAxes_primMaterials.glb' shadow-intensity='0.3' alt='BoomBox With Axes Per Prim Material' poster='https://kwokcb.github.io/docs/data/BoomBoxWithAxes_primMaterials.png'></model-viewer>
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Expand Up @@ -116,7 +116,7 @@
<li>'debugOutput' : Print debug output. Default is False. </li>
</ul>
</div><hr/>The documentation for this class was generated from the following file:<ul>
<li>src/materialxgltf/core.py</li>
<li>D:/Work/materialx/materialxgltf_private/src/materialxgltf/core.py</li>
</ul>
</div><!-- contents -->
</div><!-- doc-content -->
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