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Artists and Studios can harness the creative flexibility of MaterialX and RenderMan, creating a variety of materials from glass, metals, SSS, plastics, and common PBR workflows using the mtlxStandard node inside of Solaris


Working with MaterialX shading nodes works in the same way as you would with other RenderMan materials.  Simply create your MaterialX shading network in a materialLibrary and assign it to geo as usual.



Limitations


For the moment, there are a number of limitations with rendering MaterialX in Solaris with RenderMan, which include 

  • MaterialX Subnets are not currently supported.
  • Rendering with XPU is currently not supported.