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vMTLXUsdPreviewSurface

Creates a UsdPreviewSurface material description

Core / MTLXMTLX
vMTLXUsdPreviewSurface node

Parameters​

ParameterTypeDefaultDescription
Surface Material NameText—Name assigned to this UsdPreviewSurface material in the exported MaterialX XML.
Shading Group NameText—Name of the shading group/binding the material is assigned to in the exported XML.
Export XML HeadersInteger1.0Includes the MaterialX XML declaration and namespace headers in the output. Turn off when merging this material's XML into a larger document via vMTLXMerge.
TypeDropdownColorDiffuse colour source — a flat Color using the RGB sliders below, or a Texture map.
RedFloat1.0Red channel of the diffuse colour (0–1). Used when the diffuse Type above is Color.
+24 more parameters
ParameterTypeDefaultDescription
GreenFloat1.0Green channel of the diffuse colour (0–1). Used when the diffuse Type is Color.
BlueFloat1.0Blue channel of the diffuse colour (0–1). Used when the diffuse Type is Color.
TypeDropdownColorEmissive (self-illumination) colour source — a flat Color using the RGB sliders below, or a Texture map.
RedFloat0.0Red channel of the emissive colour (0–1). Used when the emissive Type above is Color.
GreenFloat0.0Green channel of the emissive colour (0–1). Used when the emissive Type is Color.
BlueFloat0.0Blue channel of the emissive colour (0–1). Used when the emissive Type is Color.
Workflow ModeDropdownMetallicSelects the PBR workflow: Metallic (metalness + base colour) or Specular (explicit specular colour). Reveals the matching controls below.
MetallicFloat0.0Metalness value (0–1). Metallic workflow only.
ModeDropdownColorSpecular colour source — a flat Color using the RGB sliders below, or a Texture map. Specular workflow only.
RedFloat0.5Red channel of the specular colour (0–1). Specular workflow, Color mode only.
GreenFloat0.5Green channel of the specular colour (0–1). Specular workflow, Color mode only.
BlueFloat0.5Blue channel of the specular colour (0–1). Specular workflow, Color mode only.
TypeDropdownColorSurface normal source — a flat Color (a uniform, unperturbed normal) or a Texture normal map.
RedFloat0.0Red channel of the normal colour (0–1). Used when the normal Type above is Color.
GreenFloat0.0Green channel of the normal colour (0–1). Used when the normal Type is Color.
BlueFloat1.0Blue channel of the normal colour (0–1). Used when the normal Type is Color — 1.0 (pointing straight out) is the default flat normal.
RoughnessFloat0.5Surface roughness (0–1) — 0 is a mirror finish, 1 is fully matte.
ClearcoatFloat0.0Strength of an additional clear coat layer over the base material (0–1).
Clearcoat RoughnessFloat0.01Roughness of the clear coat layer (0–1), independent of the base Roughness.
OpacityFloat1.0Overall surface opacity (0–1).
Opacity ThresholdFloat0.0Cutoff below which the surface is fully discarded rather than alpha-blended, for cutout-style materials. 0 disables cutout and uses regular blending.
Index of RefractionFloat1.5Index of refraction used for the material's transmission/specular response. 1.5 approximates common glass or plastic.
DisplacementFloat0Displacement amount applied along the surface normal.
OcclusionFloat0Ambient occlusion factor (0–1) baked into the material.