Materials

Material properties and shading

Materials define how surfaces interact with light (PBR metallic/roughness or spec/gloss, plus extensions like clearcoat, sheen, transmission).

How it works

  • Parameters: baseColor/albedo, metallic, roughness, normal, occlusion, emissive.
  • Shading models differ across tools; exporters map parameters or bake to textures.
  • Node graphs (Shader/MaterialX) may be compiled to engine-specific shaders.

Use cases

  • Consistent look across DCC and engines
  • Library-driven lookdev and templating
  • Compression pipelines for web/mobile deployment

Interoperability notes

  • Metallic/Roughness vs. Spec/Gloss conversions are lossy; prefer a single workflow.
  • Keep texture channel packing conventions documented.
  • Units/indices (IOR/transmission) may require manual retuning per engine.
Convert 3D