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@materialxjs/ingest

v0.1.0

Published

Ingest PBR materials from texture folders, zips, or .mtlx files into MtlxDocument

Readme

@materialxjs/ingest

Ingest PBR materials from texture folders, zip archives, or .mtlx files into a normalized MtlxDocument. Node.js only.

Usage

import { ingest } from "@materialxjs/ingest";

// From a texture folder
const result = await ingest("./Wood066_2K/");
console.log(result.document.children.length);
console.log(result.textures); // detected channel mappings

// From a zip — always use try/finally for cleanup
const zipResult = await ingest("./Wood066_2K.zip");
try {
  // process zipResult.document, zipResult.textureDir...
} finally {
  await zipResult.cleanup();
}

// From an existing .mtlx — passthrough, preserves original shading model
const mtlxResult = await ingest("./material.mtlx");

Options

await ingest("./textures/", {
  shader: "standard_surface",              // default: "open_pbr_surface"
  name: "MyWoodMaterial",                  // default: inferred from path
  overrides: { "weird_tex.png": "normal" }, // passed to @materialxjs/texture-map
  zip: { maxUncompressedSize: 1024 * 1024 * 100 }, // 100 MB limit
});

Input Routing

| Input | Behavior | |-------|----------| | .mtlx file | Parse with @materialxjs/json, return as-is | | .zip file | Extract to temp dir, process as folder | | Directory | Scan for textures, assemble into MtlxDocument | | Directory with .mtlx | Parse the .mtlx, use directory as textureDir |

Generated Material Structure

When building from loose textures, the ingest step creates:

  1. tiledimage nodes for each texture (with colorspace, uvtiling)
  2. extract nodes for packed textures (ARM/ORM → per-channel reads)
  3. Shader node (OpenPBR Surface by default) with inputs wired to textures
  4. surfacematerial node connected to the shader

Zip Safety

Zip extraction enforces:

  • Path traversal protection (no .., no absolute paths, no null bytes)
  • Size limit (default 500 MB) and file count limit (default 1000)
  • Temp directory cleanup via result.cleanup()

Error Codes

| Code | When | |------|------| | E_INPUT_NOT_FOUND | Input path doesn't exist | | E_INPUT_UNSUPPORTED | Not a .mtlx, .zip, or directory / no textures found | | E_ZIP_UNSAFE | Path traversal, size/count exceeded | | E_ZIP_EXTRACT_FAILED | Corrupt or unreadable archive | | E_PARSE_FAILED | Invalid .mtlx content | | E_TEXTURE_CONFLICT | Multiple textures for same channel (warning) | | E_TEXTURE_UNMAPPED | Texture couldn't be identified (warning) | | E_CHANNEL_DROPPED | Channel has no mapping in target shader (warning) |

Architecture

src/
├── index.ts     — Public API exports
├── types.ts     — IngestOptions, IngestResult, shader input mappings
├── errors.ts    — MaterialXError class
├── zip.ts       — Safe zip extraction with fflate
├── assemble.ts  — Texture mappings → MtlxDocument (shader wiring, extract nodes)
└── ingest.ts    — Main entry point, input routing