Materials, Textures, and Utility Nodes / Maya
This section references all materials, textures and utility nodes supported in Verge3D for Maya.
- Surface Shaders
- 2D Textures
- Environment Textures
- Other Textures
- Utility Nodes
- LookdevKit Utility Nodes
- Arnold Nodes
- Performance Considerations
Surface Shaders
Standard Surface
This shader can represent many real-world materials (such as metals, plastics, glass, wood, textile etc) by using physically-based shading model.

The following Standard Surface settings are supported in Verge3D:
Base Panel
- Weight or (Base input in Hypershade)
- Color or (Base Color input in Hypershade)
- Metalness
Specular Panel
- Weight (Specular input in Hypershade)
- Color (Specular Color input in Hypershade)
- Roughness (Specular Roughness input in Hypershade)
- IOR (Specular IOR input in Hypershade)
Transmission Panel
- Weight (Transmission input in Hypershade)
- Color (Transmission Color input in Hypershade)
Coat Panel
- Weight (Coat input in Hypershade)
- Roughness (Coat Roughness input in Hypershade)
- Normal (Coat Normal input in Hypershade)
Sheen Panel
- Weight (Sheen input in Hypershade)
- Color (Sheen Color input in Hypershade)
- Roughness (Sheen Roughness input in Hypershade)
Emission Panel
- Weight (Emission input in Hypershade)
- Color (Emission Color input in Hypershade)
Geometry Panel
- Thin Walled
- Opacity
- Bump Mapping (Normal Camera input in Hypershade)
Additional Verge3D Settings
You can tweak your Standard Surface materials by using the following settings located on Verge3D panel:

- Alpha Mode
- select transparency mode: Auto, Opaque, Blend or Mask. See transparency guide for more info.
- Two Sided
- make your material two-sided. By default, Verge3D renders only front side of materials, enable this option to render their reverse side as well.
- Depth Write
- render material depth in depth buffer. Use this option for transparent materials to make them rendered in additive manner.
- Depth Test
- perform depth test calculations when rendering your material. Disabling depth test is useful when rendering objects inside semi-transparent objects to prevent them from being culled by the covering objects.
- Dithering
- reduce banding artifacts by using pixel dithering.
- glTF 2.0 Compatible
- force the material to be glTF 2.0 compatible. See the following guide for more information.
Lambert
Basic yet highly efficient node which can be used to represent materials with no specular reflections.

The following Lambert settings are supported in Verge3D:
- Color
- Transparency
- Diffuse
- Bump/Normal Mapping
Verge3D settings are also supported, see above for more info.
Blinn, Phong, Phong E
In Verge3D, these materials will be approximated by the PBR shading model, thus they might look differently compared to Maya Viewport.

Surface Shader
Use this shader node to create fully-customizable materials. Basically, it just transfers Out Color parameter to the renderer as is.

2D Textures
Bulge
Read more here.
Checker
Read more here.
Cloth
Read more here.
File
Read more here.
Grid
Read more here.
Noise
Perlin noise type is only supported.
Ramp
Read more here.
Environment Textures
Env Sphere
Read more here.
Other Textures
Layered Texture
Read more here.
Utility Nodes
Add Double Linear
Read more here.
Add Matrix
Read more here.
Blend Colors
Read more here.
Bump 2d
Read more here.
Clamp
Read more here.
Compose Matrix
This node composes a 4x4 matrix from the given translation, rotation, and scale components. Shear input is not supported.
Condition
Read more here.
Decompose Matrix
Read more here.
Four By Four Matrix
This node is used to compose a 4x4 matrix from 16 float values.
Gamma Correct
Read more here.
Inverse Matrix
Inverts the given 4x4 matrix.
Luminance
Convert input color to grayscale value. The conversion formula is:
Luminance = 0.3 * R + 0.59 * G + 0.11 * B
Multiply Divide
Read more here.
Mult Double Linear
Read more here.
Mult Matrix
Multiply two or more matrices. In Verge3D, you can multiply no more than 3 matrices using the single Mult Matrix node.
2d Placement
Read more here.
Reverse
Read more here.
Sampler Info
Read more here.
Set Range
Read more here.
Transpose Matrix
Transpose the given 4x4 matrix.
Unit Conversion
Read more here.
Vector Product
Read more here.
Weighted Add Matrix
Read more here.
LookdevKit Utility Nodes
Make sure you have LookdevKit plug-in enabled before using any of these nodes.
Channels
Read more here.
Color Composite
Read more here.
Color Condition
Read more here.
Color Constant
Read more here.
Color Logic
Read more here.
Color Mask
Read more here.
Color Math
Read more here.
Float Composite
Read more here.
Float Condition
Read more here.
Float Constant
Read more here.
Float Logic
Read more here.
Float Mask
Read more here.
Float Math
Read more here.
Premultiply
Read more here.
Unpremultiply
Read more here.
Arnold Nodes
aiStandardSurface
This shader comes with Arnold for Maya (MtoA) and is very similar to Standard Surface shader which was introduced in Maya 2020.
Since Standard Surface is better supported in Maya viewport and does not require Arnold plug-in to be installed, we recommend using it over aiStandardSurface. The only reason to stick with Arnold version is preserving compatibility with your existing scenes.

aiAbs
See more here.
aiAdd
See more here.
aiAtan
See more here.
aiCompare
See more here.
aiComlement
See more here.
aiCross
See more here.
aiDivide
See more here.
aiDot
See more here.
aiExp
See more here.
aiFacingRatio
aiFlat
See more here.
aiFraction
See more here.
aiIsFinite
See more here.
aiLength
See more here.
aiLog
See more here.
aiMax
See more here.
aiMin
See more here.
aiMixShader
See more here.
aiModulo
See more here.
aiMultiply
See more here.
aiNegate
See more here.
aiNormalize
See more here.
aiNormalMap
See more here.
aiOslShader
Node to create custom OSL shaders.
aiPow
See more here.
aiRaySwitch
aiReciprocal
See more here.
aiShadowMatte
aiSign
See more here.
aiSkyDomeLight
Used to create image-based environment lighting. See the Lighting and Rendering section for more info.
aiSqrt
See more here.
aiSubtract
See more here.
aiTrigo
See more here.
Performance Considerations
Being the only choice for creating nice and realistic renders, Standard Surface (or aiStandardSurface) nevertheless require more computing power from your GPU and slows down app loading. This is especially true for scenes with lots of such materials.
To improve performance you can tweak Texture Resolution or IBL Environment Mode property.
Got Questions?
Feel free to ask on the forums!