Materials / Maya

Verge3D for Maya supports the following types of materials (shaders):

In addition, you can use the following texture and utility nodes:


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.
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.

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.


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.


Node to create custom OSL shaders.

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!