I'm doing some Karma tests with MaterialX shaders and I'm finding a couple of issues with MtlX Standard Surface, specifically differences between CPU and XPU. A scene file is attached if anyone wants to poke around (hit Save to Disk on USD ROP if displaying the Sublayer node).
Edge darkening in XPU:
In XPU mode I'm seeing very pronounced edge darkening. Is this a bug, current limitation, or the permanent state of things with XPU?
Shading in CPU Albedo AOV:
In CPU mode, it appears like the albedo channel has some kind of shading going on, whereas XPU gives the expected result. Once again this is with MtlX Standard Surface. Bug? The principled shader in CPU mode looks fine.
And a couple of other questions for anyone who may have the answer:
Will XPU eventually support the BSDF nodes?
Will XPU support diffuse roughness models (Oren-Nayar etc)?
Thanks