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.