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Update README to reflect latest changes
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pablode committed Oct 27, 2024
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## guc

![USD v24.05](https://github.com/pablode/guc/actions/workflows/run-tests-usd2405.yml/badge.svg?branch=main)
![USD v24.03](https://github.com/pablode/guc/actions/workflows/run-tests-usd2403.yml/badge.svg?branch=main)
![USD v24.11](https://github.com/pablode/guc/actions/workflows/run-tests-usd2411.yml/badge.svg?branch=main)
![USD v24.08](https://github.com/pablode/guc/actions/workflows/run-tests-usd2408.yml/badge.svg?branch=main)

guc is a glTF to [Universal Scene Description](https://github.com/PixarAnimationStudios/USD) (USD) converter.

Expand All @@ -25,7 +25,7 @@ All glTF features except animation and skinning are implemented and get continuo

### Build

You need USD v23.11+ (e.g. <a href="https://github.com/PixarAnimationStudios/OpenUSD/releases/tag/v24.05">v24.05</a>) with MaterialX support enabled.
You need USD v23.11+ (e.g. <a href="https://github.com/PixarAnimationStudios/OpenUSD/releases/tag/v24.11">v24.11</a>) with MaterialX support enabled.

Do a recursive clone of the repository and set up a build folder:
```
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Options:
-m, --emit-mtlx Emit MaterialX materials in addition to UsdPreviewSurfaces
-u, --mtlx-as-usdshade Convert and inline MaterialX materials into the USD layer using UsdMtlx
-c, --hdstorm-compat Apply compatibility tweaks for the USD Storm Hydra render delegate
-v, --default-material-variant=<index> Index of the material variant that is selected by default
-l, --licenses Print the license of guc and third-party libraries
-h, --help Show the command help
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Name | Status&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
------------------------------------|----------
EXT_meshopt_compression | ✅ Complete
KHR_lights_punctual | ✅ Partial <sup>1</sup>
KHR_materials_clearcoat | ✅ Complete
KHR_materials_emissive_strength | ✅ Complete
Expand All @@ -80,6 +80,7 @@ KHR_materials_transmission | ✅ Complete
KHR_materials_unlit | ✅ Complete
KHR_materials_variants | ✅ Complete
KHR_materials_volume | ✅ Partial <sup>2</sup>
KHR_mesh_quantization | ✅ Complete
KHR_texture_transform | ✅ Complete

<sup>\[1\]</sup> Spotlight cone falloff is ignored.
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