<div><div dir="auto">What I’m hearing is that Protos will be developed for MaterialX? Or not? I was hoping that we could hide some of the non-portable GLSL behind XML. I realize that input/output are fields.</div><div dir="auto"><br></div><div dir="auto">What does a MaterialX nodegraph attribute become in X3D? A proto?</div><div dir="auto"><br></div><div dir="auto">Thanks for clarifying! This is my first look at MaterialX, so!</div></div><div><div dir="auto"><br></div><div dir="auto">John</div><div><div dir="auto"><div class="gmail_quote" dir="auto"><div dir="ltr" class="gmail_attr">On Thu, Feb 19, 2026 at 8:34 PM Bergstrom, Aaron via X3D-Ecosystem <<a href="mailto:x3d-ecosystem@web3d.org" target="_blank">x3d-ecosystem@web3d.org</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
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<div dir="ltr">Short answer, no new nodes are needed.</div>
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<div dir="ltr">The hard part will be deciding what fields should be added at export time. But actually writing out MLTX and GLSL, Maya and x3d.py pretty much do the heavy lifting.</div>
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<blockquote type="cite">On Feb 19, 2026, at 5:21 PM, Don Brutzman via X3D-Ecosystem <<a href="mailto:x3d-ecosystem@web3d.org" target="_blank">x3d-ecosystem@web3d.org</a>> wrote:<br>
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<div>If I understand correctly, this is primarily an implementation-related endeavor that is not blocked by any missing nodes or design capabilities in the X3D specification.</div>
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<div>X3D4 supports glTF Physically Based Rendering and also Shaders (as discussed in this thread) so implementing X3D versions of MaterialX seems directly possible. Please adjust this understanding if needed.</div>
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<li>MaterialX</li><li><strong style="color:rgb(51,51,51);font-size:13px;background-color:rgb(239,239,239)">MaterialX</strong><span style="color:rgb(51,51,51);font-size:13px;background-color:rgb(239,239,239)"> is an open standard for representing rich material and look-development
content in computer graphics, enabling its platform-independent description and exchange across applications and renderers.</span></li><li><span style="color:rgb(51,51,51);font-size:13px;background-color:rgb(239,239,239)">MaterialX addresses the need for a common, open standard to represent the data values and relationships required to describe the look of a computer graphics model, including
shading networks, patterns and texturing, complex nested materials and geometric assignments. To further encourage interchangeable CG look setups, MaterialX also defines a large set of standard shading and processing nodes with a precise mechanism for functional
extensibility.</span></li><li><span style="color:rgb(51,51,51);font-size:13px;background-color:rgb(239,239,239)"><a href="https://materialx.org" target="_blank">https://materialx.org</a></span></li></ul>
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<em style="color:rgb(51,51,51);font-size:13px;background-color:rgb(239,239,239)">Apr 6, 2022:</em><span style="color:rgb(51,51,51);font-size:13px;background-color:rgb(239,239,239)"> MaterialX Library v1.38.4 has been released. This release adds a </span><a href="https://academysoftwarefoundation.github.io/MaterialX/" style="color:rgb(51,51,51);font-size:13px;background-color:rgb(239,239,239)" target="_blank">Web
Viewer</a><span style="color:rgb(51,51,51);font-size:13px;background-color:rgb(239,239,239)"> example based on </span><a href="https://github.com/AcademySoftwareFoundation/MaterialX/tree/main/javascript" style="color:rgb(51,51,51);font-size:13px;background-color:rgb(239,239,239)" target="_blank">MaterialX
JavaScript</a><span style="color:rgb(51,51,51);font-size:13px;background-color:rgb(239,239,239)">, a graph for the </span><a href="https://github.com/AcademySoftwareFoundation/MaterialX/blob/v1.38.4/libraries/bxdf/gltf_pbr.mtlx" style="color:rgb(51,51,51);font-size:13px;background-color:rgb(239,239,239)" target="_blank">glTF
PBR</a><span style="color:rgb(51,51,51);font-size:13px;background-color:rgb(239,239,239)"> shading model, new Worley noise nodes, and more. Please see the </span><a href="https://github.com/AcademySoftwareFoundation/MaterialX/releases/tag/v1.38.4" style="color:rgb(51,51,51);font-size:13px;background-color:rgb(239,239,239)" target="_blank">MaterialX
Version 1.38.4 release page</a><span style="color:rgb(51,51,51);font-size:13px;background-color:rgb(239,239,239)"> on the MaterialX Github for further details.</span><font color="#333333"></font></blockquote>
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<div><font color="#333333">Presumably such work might start with examples, which are then adapted as re-usable prototypes, and collected in a library.</font></div>
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<div><font color="#333333">Possibly another approach vector for such a capability, less arduous for authors: browser builders seeing if they can support loading .mtlx files directly, for example</font></div>
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<li><font color="#333333"><a href="https://github.com/AcademySoftwareFoundation/MaterialX/blob/main/resources/Materials/Examples/StandardSurface/standard_surface_brass_tiled.mtlx" target="_blank">https://github.com/AcademySoftwareFoundation/MaterialX/blob/main/resources/Materials/Examples/StandardSurface/standard_surface_brass_tiled.mtlx</a></font></li></ul>
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<div style="color:rgb(34,34,34)"><font face="monospace">all the best, Don</font></div>
<div style="color:rgb(34,34,34)"><font face="monospace">-- </font></div>
<div style="color:rgb(34,34,34)"><font face="monospace">X3D Graphics, Maritime Robotics, Distributed Simulation</font></div>
<div style="color:rgb(34,34,34)"><font face="monospace">Relative Motion Consulting
<a href="https://RelativeMotion.info" target="_blank">https://RelativeMotion.info</a></font></div>
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