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20 August, 2018

NVIDIA makes MDL SDK open source

NVIDIA’s Material Definition Language (MDL) software development kit (SDK) is now open source. With full access to the MDL language, developers can feel at ease building their applications around the format as they now have unrestricted access to the entire specification.

Source: NVIDIA blog. Feature image courtesy of Adobe, created by Adobe's Art Director Vladimir Petkovic.
Source: NVIDIA blog. Feature image courtesy of Adobe, created by Adobe's Art Director Vladimir Petkovic.

The new open-source NVIDIA MDL SDK gives developers the freedom to expand and adapt MDL to their specific needs. They can add more functionality, work across more applications, exploit new platforms, port it to iPad or Android, create new backends, and more.

MDL software integrates the look and feel of real-world materials into rendering applications. This allows the look and feel of physically-based materials and lights created in one application to be shared easily with another application, so long as they both understand MDL. For example, an MDL object such as carpeting created in Allegorithmic Substance Designer can be saved to a library and then used in any other supporting application, like Adobe Dimension CC.

Allegorithmic has already built an entire MDL authoring tool as part of their Substance Designer application. With the MDL source, they have deeper access than ever before.

“We’re really happy to see NVIDIA make MDL more accessible with this move. We have been supporting the format very early on and hope for the ecosystem to grow,” said Sebastien Deguy, CEO at the company.

Adobe has already adopted NVIDIA MDL in Dimension CC for 3D designers.

“At Adobe, we’re very focused on the flow of creative content across the value chain, from initial concept through design all the way to marketing and sales,” said Ross McKegney, Director of engineering at Adobe Dimension CC. 

“We’ve adopted physically-based materials based on NVIDIA MDL across all of our next-generation 3D products and services as a robust and elegant way of expressing materials that look the same wherever they are used.”

Epic’s Unreal Studio 4.20 now offers native support for MDL too. “Being able to use a single material definition, like NVIDIA’s MDL, across multiple applications and render engines is a huge benefit to the end-user,” said Ken Pimentel, Senior Product Manager of the Enterprise team at Epic Games. 

“Now that we’ve added MDL support to Unreal Studio, our enterprise customers can see their material representations converted to real time in Unreal Engine without baking every parameter. This means their creative intent can be carried to new forms of expression.”

Baking refers to preintegrating details for parameters such as lighting, reflections, shadows with an object to save on calculation time when it is later displayed. Baking means however that the object cannot be used under new circumstances as it would appear unnatural.

Details:

Get access to the open-source NVIDIA MDL SDK

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