Materials, Textures, and Utility Nodes / Maya

This section references all materials, textures and utility nodes supported in Verge3D for Maya.

Surface Shaders

Standard Surface

Standard Surface shader was introduced in Maya 2020. It's based on and very similar to aiStandardSurface.

Since it's better supported in Maya Viewport 2.0 and does not require Arnold plug-in to be installed, we recommend it for use when authoring your Verge3D content in Maya 2020 or above.

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:

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 can represent many real-world materials (such as metals, plastics, glass, wood, textile etc) by using physically-based shading model.

The following aiStandardSurface settings are supported in Verge3D:

Base Panel

Specular Panel

Transmission Panel

Coat Panel

Sheen Panel

Emission Panel

Geometry Panel

Additional Verge3D Settings

You can tweak your aiStandardSurface 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.

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!