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Remove swizzle node for 1.39 #1793

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jstone-lucasfilm
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This changelist removes the swizzle node from the MaterialX data libraries for v1.39, adding an upgrade pathway for instances of this node in legacy documents.

Additionally, it addresses a minor inconsistency in the specification for the extract and extractrowvector nodes, which take zero-based indices rather than positive-valued selections.

This changelist removes the swizzle node from the MaterialX data libraries for v1.39, adding an upgrade pathway for instances of this node in legacy documents.

Additionally, it addresses a minor inconsistency in the specification for the extract and extractrowvector nodes, which take zero-based indices rather than positive-valued selections.
@jstone-lucasfilm
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Attaching updated comparison renders in GLSL and OSL:

MaterialXRenderTests_04_28_2024.pdf

@jstone-lucasfilm jstone-lucasfilm merged commit a05410a into AcademySoftwareFoundation:dev_1.39 Apr 29, 2024
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@ld-kerley
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can we also completely remove source/MaterialXGenShader/Nodes/SwizzleNode.cpp/h

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@ld-kerley Absolutely, and there's a dedicated file in the MDL shader generation system that can now be removed as well, but I'm taking this change in stages!

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The upgrade function is really cleanly written :) - I was really worried it would be a lot more complex than that. Nice work!

{
InputPtr inInput = node->getInput("in");
InputPtr channelsInput = node->getInput("channels");
if (inInput &&
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Do you need to handle the case where inInput doesn't exist? All the node defs appear to return 0, but it's possible the swizzle node was wired in to a port that doesn't have 0 as its default?

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That's a good point, and perhaps we should handle this case by converting the swizzle node to a constant node containing the appropriate values. I haven't encountered this case in our test assets, but it's theoretically possible.

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2 participants