

The script correctly processes the first input (collection happens alphabetically), but finds "woodMat.mat" already in the library root by the time it processes the second. When mass-processing assets, please ensure they do not share the same file name, even under a different path. The tool can only try and overwrite (or not, as the user chooses) what is already in the Chaos Material Library root, as the full pathing information isn't transferable to the library. This means that files with different paths, but identical names are treated as another copy of the same file. mat/.max file list(s) to be processed, the pathing information cannot be carried over to the library. max files paths and names: When the tool builds the. If they are present, the tool doesn't render the preview to disk in order to avoid file writing errors, and the library shows a missing preview file icon.Ģ) Incoming. Users who still want to use version 1.7 vMaterials, can install it alongside the 2.x and use it as a complementary material catalog.There are currently two important limitations which should be heeded:ġ) Material names: the following characters aren't allowed in material names: / : \ ? " | *

The pack can also be downloaded via Omniverse Launcher. VMaterials 2.1 are directly available in NVIDIA Omniverse as a ready-to-use package to use in your projects. Materials also have improved quality and the catalog offers a curated collection of standardized presets with an intuitive parameter user interface. Textures have been captured using photogrammetry, increasing their overall quality. VMaterials 2.1 brings a new catalog with new and overhauled materials. Contact us if you are interested in moving your catalog into vMaterials. Providing a library of verified materials enables customers to spec your product into their design with confidence they are experiencing the correct material appearance. NVIDIA vMaterials make it easy to provide your customers with a wide range of materials quickly and easily.įor material manufacturers, vMaterials can be digital reference samples for your product catalog. Since vMaterials are built on MDL, they can easily be saved and opened in other supporting applications. The layering capabilities of MDL make quick work of changing or enhancing the materials to get just the look that’s needed. The materials are built with a consistent scale so designers can easily switch from material to material without needing to re-adjust the scale. Integrating the Iray or MDL SDK quickly brings a library of hundreds of ready-to-use materials to your application without writing shaders. NVIDIA vMaterials is a curated collection of MDL materials and lights representing common real-world materials used in the design and AEC workflows.
