JOS JOS Compositor

3D

Materials: OpenPBR and the MaterialX editor

The Material node

A Material node is one OpenPBR surface. Plug its output into the mat input of a Card or a primitive (Cube, Sphere, Cylinder, Cone, Torus); one Material can dress many objects. Its knobs carry OpenPBR's own names and defaults:

Textures: base_color_file puts an image file on the mesh's UVs. Or wire a comp image into the Material's img input: it is the base colour's texture when no file is set. Connecting one adds another (img2, img3...), which MaterialX image nodes in its graph can read.

Putting it on objects: - wire it into an object's mat input (drop its wire on empty space to pick a new Card or primitive to put it on); - or pick it in the object's Material section (New makes one for it, Edit opens the editor on it); - or drag its row in the Outliner onto an object or a file's prim; - or select prims in the Outliner or the 3D view and press Assign to selection in the Material panel.

The Material panel (MaterialX editor)

Window > Material opens a node editor for MaterialX graphs, as a tab beside the Dope Sheet. It follows the selected Material node; double-click a Material in the node editor to open it there.

The Material panel for a material named Brick, on the box: two colour constants and a noise3d node feed a mix node, which drives the OpenPBR node's base_color; a float constant at 0.6 drives its specular_roughness. A preview sphere on the right shows the material

Gestures

Inputs and animation

The panel beside the graph shows the selected node's inputs: sliders, colours, files and choices.

Available nodes

54 MaterialX nodes:

Group Nodes
Surface OpenPBR (Standard Surface and UsdPreviewSurface are read from files)
Texture image, tiled image, UsdUVTexture
Constant float, colour
Pattern ramps, checkerboard, noise 2D and 3D, fractal, cell noise, Worley noise
Math mix, multiply, add, subtract, power, invert, clamp, normal map, place2d
Adjust smoothstep, remap, HSV adjust, luminance
Channels convert, extract, combine, separate
Geometry texture coordinates, position, normal, primvar readers

Preview

Above the inputs, a preview renders the material with Storm and updates a moment after each change. Without OpenGL 4.5, it shows the base colour through Embree.

Materials already in the scene

Materials in the scene lists the materials of the ReadUSD's file, with the prims each is bound to.

Which renderers show what

Not yet