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Connect geometry_thin_walled to surface in OpenPBR (#2759)
And make it uniform. See also AcademySoftwareFoundation/OpenPBR#250.
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libraries/bxdf/genglsl/open_pbr_surface.mtlx

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<input name="bsdf" type="BSDF" nodename="fuzz_layer" />
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<input name="edf" type="EDF" nodename="emission_edf" />
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<input name="opacity" type="float" interfacename="geometry_opacity" />
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<input name="thin_walled" type="boolean" interfacename="geometry_thin_walled" />
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</surface>
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<!-- Output -->

libraries/bxdf/genmdl/open_pbr_surface.mtlx

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<input name="bsdf" type="BSDF" nodename="fuzz_layer" />
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<input name="edf" type="EDF" nodename="emission_edf" />
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<input name="opacity" type="float" interfacename="geometry_opacity" />
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<input name="thin_walled" type="boolean" interfacename="geometry_thin_walled" />
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</surface>
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libraries/bxdf/open_pbr_surface.mtlx

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doc="The color of the emitted light." />
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<input name="geometry_opacity" type="float" value="1" uimin="0" uimax="1" uiname="Opacity" uifolder="Geometry" hint="opacity"
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doc="The opacity of the entire material." />
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<input name="geometry_thin_walled" type="boolean" value="false" uiname="Thin Walled" uifolder="Geometry" uiadvanced="true"
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<input name="geometry_thin_walled" type="boolean" value="false" uniform="true" uiname="Thin Walled" uifolder="Geometry" uiadvanced="true"
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doc="If true the surface is double-sided and represents an infinitesimally thin shell. Suitable for extremely geometrically thin objects such as leaves or paper." />
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<input name="geometry_normal" type="vector3" defaultgeomprop="Nworld" uiname="Normal" uifolder="Geometry"
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doc="Input geometric normal" />
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<input name="bsdf" type="BSDF" nodename="fuzz_layer" />
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<input name="edf" type="EDF" nodename="emission_edf" />
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<input name="opacity" type="float" interfacename="geometry_opacity" />
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<input name="thin_walled" type="boolean" interfacename="geometry_thin_walled" />
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</surface>
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<!-- Output -->

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