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<!DOCTYPE html>
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<title>MaterialX Viewer — MaterialX 1.39.2 documentation</title>
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<section id="materialx-viewer">
<h1>MaterialX Viewer<a class="headerlink" href="#materialx-viewer" title="Link to this heading">¶</a></h1>
<p>The MaterialX Viewer leverages shader generation to build GLSL shaders from MaterialX graphs, rendering the results using the NanoGUI framework. The standard set of pattern and physically based shading nodes is supported, and libraries of custom nodes can be included as additional library paths.</p>
<section id="example-images">
<h2>Example Images<a class="headerlink" href="#example-images" title="Link to this heading">¶</a></h2>
<p><strong>Figure 1:</strong> Procedural and uniform materials in the MaterialX viewer</p>
<p float="left">
<img title="Standard Surface Marble material"
src="https://raw.githubusercontent.com/AcademySoftwareFoundation/MaterialX/main/documents/Images/MaterialXView_Marble.png"
width="24%" />
<img title="Standard Surface Copper material"
src="https://raw.githubusercontent.com/AcademySoftwareFoundation/MaterialX/main/documents/Images/MaterialXView_Copper.png"
width="24%" />
<img title="Standard Surface Plastic material"
src="https://raw.githubusercontent.com/AcademySoftwareFoundation/MaterialX/main/documents/Images/MaterialXView_Plastic.png"
width="24%" />
<img title="Standard Surface Carpaint material"
src="https://raw.githubusercontent.com/AcademySoftwareFoundation/MaterialX/main/documents/Images/MaterialXView_Carpaint.png"
width="24%" />
</p>
<p><strong>Figure 2:</strong> Textured, color-space-managed materials in the MaterialX viewer</p>
<p float="left">
<img title="Standard Surface Tiled Brass material"
src="https://raw.githubusercontent.com/AcademySoftwareFoundation/MaterialX/main/documents/Images/MaterialXView_TiledBrass.png"
width="49%" />
<img title="Standard Surface Tiled Wood material"
src="https://raw.githubusercontent.com/AcademySoftwareFoundation/MaterialX/main/documents/Images/MaterialXView_TiledWood.png"
width="49%" />
</p>
</section>
<section id="building-the-materialx-viewer">
<h2>Building The MaterialX Viewer<a class="headerlink" href="#building-the-materialx-viewer" title="Link to this heading">¶</a></h2>
<p>Select the <code class="docutils literal notranslate"><span class="pre">MATERIALX_BUILD_VIEWER</span></code> option in CMake to build the MaterialX Viewer. Installation will copy the <strong>MaterialXView</strong> executable to a <code class="docutils literal notranslate"><span class="pre">/bin</span></code> directory within the selected install folder.</p>
</section>
<section id="summary-of-viewer-options">
<h2>Summary of Viewer Options<a class="headerlink" href="#summary-of-viewer-options" title="Link to this heading">¶</a></h2>
<ol class="arabic simple">
<li><p><strong><code class="docutils literal notranslate"><span class="pre">Load</span> <span class="pre">Mesh</span></code></strong>: Load a new geometry in the OBJ or glTF format.</p></li>
<li><p><strong><code class="docutils literal notranslate"><span class="pre">Load</span> <span class="pre">Material</span></code></strong>: Load a material document in the MTLX format.</p></li>
<li><p><strong><code class="docutils literal notranslate"><span class="pre">Load</span> <span class="pre">Environment</span></code></strong>: Load a lat-long environment light in the HDR format.</p></li>
<li><p><strong><code class="docutils literal notranslate"><span class="pre">Property</span> <span class="pre">Editor</span></code></strong>: View or edit properties of the current material.</p></li>
<li><p><strong><code class="docutils literal notranslate"><span class="pre">Advanced</span> <span class="pre">Settings</span></code></strong> : Asset and rendering options.</p></li>
</ol>
</section>
<section id="geometry">
<h2>Geometry<a class="headerlink" href="#geometry" title="Link to this heading">¶</a></h2>
<p>The default display geometry for the MaterialX viewer is the Arnold Shader Ball, which was contributed to the MaterialX project by the Solid Angle team at Autodesk. To change the display geometry, click <code class="docutils literal notranslate"><span class="pre">Load</span> <span class="pre">Mesh</span></code> and navigate to the <a class="reference external" href="https://github.com/AcademySoftwareFoundation/MaterialX/tree/main/resources/Geometry">Geometry</a> folder for additional models in the OBJ format.</p>
<p>If a loaded geometry contains more than one geometric group, then a <code class="docutils literal notranslate"><span class="pre">Select</span> <span class="pre">Geometry</span></code> drop-down box will appear, allowing the user to select which group is active. The active geometric group will be used for subsequent actions such as material assignment and rendering property changes.</p>
</section>
<section id="materials">
<h2>Materials<a class="headerlink" href="#materials" title="Link to this heading">¶</a></h2>
<p>To change the displayed material, click <code class="docutils literal notranslate"><span class="pre">Load</span> <span class="pre">Material</span></code> and navigate to the <a class="reference external" href="https://github.com/AcademySoftwareFoundation/MaterialX/tree/main/resources/Materials/Examples/StandardSurface">Materials/Examples/StandardSurface</a> or <a class="reference external" href="https://github.com/AcademySoftwareFoundation/MaterialX/tree/main/resources/Materials/Examples/UsdPreviewSurface">Materials/Examples/UsdPreviewSurface</a> folders, which contain a selection of example materials in the MTLX format.</p>
<p>Once a material is loaded into the viewer, its parameters may be inspected and adjusted by clicking the <code class="docutils literal notranslate"><span class="pre">Property</span> <span class="pre">Editor</span></code> and scrolling through the list of parameters. An edited material may be saved to the file system by clicking <code class="docutils literal notranslate"><span class="pre">Save</span> <span class="pre">Material</span></code>.</p>
<p>Multiple material documents can be combined in a single session by navigating to <code class="docutils literal notranslate"><span class="pre">Advanced</span> <span class="pre">Settings</span></code> and enabling <code class="docutils literal notranslate"><span class="pre">Merge</span> <span class="pre">Materials</span></code>. Loading new materials with this setting enabled will add them to the current material list, where they can be assigned to geometry via the <code class="docutils literal notranslate"><span class="pre">Assigned</span> <span class="pre">Material</span></code> drop-down box. Alternatively the <code class="docutils literal notranslate"><span class="pre">LEFT</span></code> and <code class="docutils literal notranslate"><span class="pre">RIGHT</span></code> arrows can be used to cycle through the list of available materials.</p>
<p>If a material document containing <code class="docutils literal notranslate"><span class="pre">look</span></code> elements is loaded into the viewer, then any material assignments within the look will be applied to geometric groups that match the specified geometry strings. See <a class="reference external" href="https://github.com/AcademySoftwareFoundation/MaterialX/tree/main/resources/Materials/Examples/StandardSurface/standard_surface_look_brass_tiled.mtlx">standard_surface_look_brass_tiled.mtlx</a> for an example of a material document containing look elements.</p>
</section>
<section id="lighting">
<h2>Lighting<a class="headerlink" href="#lighting" title="Link to this heading">¶</a></h2>
<p>The default lighting environment for the viewer is the San Giuseppe Bridge environment from HDRI Haven. To load another environment into the viewer, click <code class="docutils literal notranslate"><span class="pre">Load</span> <span class="pre">Environment</span></code> and navigate to the <a class="reference external" href="https://github.com/AcademySoftwareFoundation/MaterialX/tree/main/resources/Lights">Lights</a> folder, or load any HDR environment in the latitude-longitude format. If the HDR file on disk has a companion MaterialX document with a matching name, then this document will be loaded as the direct lighting rig for the environment; otherwise only indirect lighting will be rendered. If the HDR file on disk has a companion image in an <code class="docutils literal notranslate"><span class="pre">irradiance</span></code> subfolder, then this image will be loaded as the diffuse convolution of the environment; otherwise, a diffuse convolution will be generated at load-time using spherical harmonics.</p>
<p>Shadow maps from the primary directional light may be enabled with the <code class="docutils literal notranslate"><span class="pre">Shadow</span> <span class="pre">Map</span></code> option under <code class="docutils literal notranslate"><span class="pre">Advanced</span> <span class="pre">Settings</span></code>. Ambient occlusion, if available for the given geometry, may be enabled with the <code class="docutils literal notranslate"><span class="pre">Ambient</span> <span class="pre">Occlusion</span></code> option. The fidelity of environment lighting may be improved by increasing the value of <code class="docutils literal notranslate"><span class="pre">Environment</span> <span class="pre">Samples</span></code>, though this requires additional GPU resources and can affect the interactivity of the viewer.</p>
</section>
<section id="images">
<h2>Images<a class="headerlink" href="#images" title="Link to this heading">¶</a></h2>
<p>By default, the MaterialX viewer loads and saves image files using <code class="docutils literal notranslate"><span class="pre">stb_image</span></code>, which supports commmon 8-bit formats such as JPEG, PNG, TGA, and BMP, as well as the HDR format for high-dynamic-range images. If you need access to additional image formats such as EXR and TIFF, then the MaterialX viewer can be built with support for <code class="docutils literal notranslate"><span class="pre">OpenImageIO</span></code>. To build MaterialX with OpenImageIO, check the <code class="docutils literal notranslate"><span class="pre">MATERIALX_BUILD_OIIO</span></code> option in CMake, and specify the location of your OpenImageIO installation with the <code class="docutils literal notranslate"><span class="pre">MATERIALX_OIIO_DIR</span></code> option.</p>
</section>
<section id="keyboard-shortcuts">
<h2>Keyboard Shortcuts<a class="headerlink" href="#keyboard-shortcuts" title="Link to this heading">¶</a></h2>
<ul class="simple">
<li><p><code class="docutils literal notranslate"><span class="pre">R</span></code>: Reload the current material from file. Hold <code class="docutils literal notranslate"><span class="pre">SHIFT</span></code> to reload all standard libraries as well.</p></li>
<li><p><code class="docutils literal notranslate"><span class="pre">G</span></code>: Save the current GLSL shader source to file.</p></li>
<li><p><code class="docutils literal notranslate"><span class="pre">O</span></code>: Save the current OSL shader source to file.</p></li>
<li><p><code class="docutils literal notranslate"><span class="pre">M</span></code>: Save the current MDL shader source to file.</p></li>
<li><p><code class="docutils literal notranslate"><span class="pre">L</span></code>: Load GLSL shader source from file. Editing the source files before loading provides a way to debug and experiment with shader source code.</p></li>
<li><p><code class="docutils literal notranslate"><span class="pre">D</span></code>: Save each node graph in the current material as a DOT file. See www.graphviz.org for more details on this format.</p></li>
<li><p><code class="docutils literal notranslate"><span class="pre">F</span></code>: Capture the current frame and save to file.</p></li>
<li><p><code class="docutils literal notranslate"><span class="pre">W</span></code>: Create a wedge rendering and save to file. See <code class="docutils literal notranslate"><span class="pre">Advanced</span> <span class="pre">Settings</span></code> for additional controls.</p></li>
<li><p><code class="docutils literal notranslate"><span class="pre">T</span></code>: Translate the current material to a different shading model. See <code class="docutils literal notranslate"><span class="pre">Advanced</span> <span class="pre">Settings</span></code> for additional controls.</p></li>
<li><p><code class="docutils literal notranslate"><span class="pre">B</span></code>: Bake the current material to textures. See <code class="docutils literal notranslate"><span class="pre">Advanced</span> <span class="pre">Settings</span></code> for additional controls.</p></li>
<li><p><code class="docutils literal notranslate"><span class="pre">UP</span></code> : Select the previous geometry.</p></li>
<li><p><code class="docutils literal notranslate"><span class="pre">DOWN</span></code> : Select the next geometry.</p></li>
<li><p><code class="docutils literal notranslate"><span class="pre">RIGHT</span></code> : Switch to the next material.</p></li>
<li><p><code class="docutils literal notranslate"><span class="pre">LEFT</span></code> : Switch to the previous material.</p></li>
<li><p><code class="docutils literal notranslate"><span class="pre">+</span></code> : Zoom in with the camera.</p></li>
<li><p><code class="docutils literal notranslate"><span class="pre">-</span></code> : Zoom out with the camera.</p></li>
</ul>
</section>
<section id="command-line-options">
<h2>Command-Line Options<a class="headerlink" href="#command-line-options" title="Link to this heading">¶</a></h2>
<p>The following are common command-line options for MaterialXView, and a complete list can be displayed with the <code class="docutils literal notranslate"><span class="pre">--help</span></code> option.</p>
<ul class="simple">
<li><p><code class="docutils literal notranslate"><span class="pre">--material</span> <span class="pre">[FILENAME]</span></code> : Specify the filename of the MTLX document to be displayed in the viewer</p></li>
<li><p><code class="docutils literal notranslate"><span class="pre">--mesh</span> <span class="pre">[FILENAME]</span></code> : Specify the filename of the OBJ or glTF mesh to be displayed in the viewer</p></li>
<li><p><code class="docutils literal notranslate"><span class="pre">--meshRotation</span> <span class="pre">[VECTOR3]</span></code> : Specify the rotation of the displayed mesh as three comma-separated floats, representing rotations in degrees about the X, Y, and Z axes (defaults to 0,0,0)</p></li>
<li><p><code class="docutils literal notranslate"><span class="pre">--meshScale</span> <span class="pre">[FLOAT]</span></code> : Specify the uniform scale of the displayed mesh</p></li>
<li><p><code class="docutils literal notranslate"><span class="pre">--cameraPosition</span> <span class="pre">[VECTOR3]</span></code> : Specify the position of the camera as three comma-separated floats (defaults to 0,0,5)</p></li>
<li><p><code class="docutils literal notranslate"><span class="pre">--cameraTarget</span> <span class="pre">[VECTOR3]</span></code> : Specify the position of the camera target as three comma-separated floats (defaults to 0,0,0)</p></li>
<li><p><code class="docutils literal notranslate"><span class="pre">--cameraViewAngle</span> <span class="pre">[FLOAT]</span></code> : Specify the view angle of the camera, or zero for an orthographic projection (defaults to 45)</p></li>
<li><p><code class="docutils literal notranslate"><span class="pre">--cameraZoom</span> <span class="pre">[FLOAT]</span></code> : Specify the zoom factor for the camera, implemented as a mesh scale multiplier (defaults to 1)</p></li>
<li><p><code class="docutils literal notranslate"><span class="pre">--envRad</span> <span class="pre">[FILENAME]</span></code> : Specify the filename of the environment light to display, stored as HDR environment radiance in the latitude-longitude format</p></li>
<li><p><code class="docutils literal notranslate"><span class="pre">--envMethod</span> <span class="pre">[INTEGER]</span></code> : Specify the environment lighting method (0 = filtered importance sampling, 1 = prefiltered environment maps, defaults to 0)</p></li>
<li><p><code class="docutils literal notranslate"><span class="pre">--envSampleCount</span> <span class="pre">[INTEGER]</span></code> : Specify the environment sample count (defaults to 16)</p></li>
<li><p><code class="docutils literal notranslate"><span class="pre">--lightRotation</span> <span class="pre">[FLOAT]</span></code> : Specify the rotation in degrees of the lighting environment about the Y axis (defaults to 0)</p></li>
<li><p><code class="docutils literal notranslate"><span class="pre">--path</span> <span class="pre">[FILEPATH]</span></code> : Specify an additional data search path location (e.g. ‘/projects/MaterialX’). This absolute path will be queried when locating data libraries, XInclude references, and referenced images.</p></li>
<li><p><code class="docutils literal notranslate"><span class="pre">--library</span> <span class="pre">[FILEPATH]</span></code> : Specify an additional data library folder (e.g. ‘vendorlib’, ‘studiolib’). This relative path will be appended to each location in the data search path when loading data libraries.</p></li>
<li><p><code class="docutils literal notranslate"><span class="pre">--screenWidth</span> <span class="pre">[INTEGER]</span></code> : Specify the width of the screen image in pixels (defaults to 1280)</p></li>
<li><p><code class="docutils literal notranslate"><span class="pre">--screenHeight</span> <span class="pre">[INTEGER]</span></code> : Specify the height of the screen image in pixels (defaults to 960)</p></li>
<li><p><code class="docutils literal notranslate"><span class="pre">--screenColor</span> <span class="pre">[VECTOR3]</span></code> : Specify the background color of the viewer as three comma-separated floats (defaults to 0.3,0.3,0.32)</p></li>
<li><p><code class="docutils literal notranslate"><span class="pre">--captureFilename</span> <span class="pre">[FILENAME]</span></code> : Specify the filename to which the first rendered frame should be written</p></li>
<li><p><code class="docutils literal notranslate"><span class="pre">--refresh</span> <span class="pre">[FLOAT]</span></code> : Specify the refresh period for the viewer in milliseconds (defaults to 50, set to -1 to disable)</p></li>
<li><p><code class="docutils literal notranslate"><span class="pre">--remap</span> <span class="pre">[TOKEN1:TOKEN2]</span></code> : Specify the remapping from one token to another when MaterialX document is loaded</p></li>
<li><p><code class="docutils literal notranslate"><span class="pre">--skip</span> <span class="pre">[NAME]</span></code> : Specify to skip elements matching the given name attribute</p></li>
<li><p><code class="docutils literal notranslate"><span class="pre">--terminator</span> <span class="pre">[STRING]</span></code> : Specify to enforce the given terminator string for file prefixes</p></li>
<li><p><code class="docutils literal notranslate"><span class="pre">--help</span></code> : Display the complete list of command-line options</p></li>
</ul>
</section>
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