@needle-tools/materialx
v1.6.0
Published
MaterialX material support for three.js and Needle Engine – render physically based MaterialX shaders in the browser via WebAssembly
Readme
Needle MaterialX – MaterialX Materials for three.js & the Web
Web runtime for MaterialX materials in Needle Engine and three.js. Renders physically based MaterialX shaders in the browser using WebAssembly — load .mtlx files or glTF assets with the NEEDLE_materials_mtlx extension (created with Needle Engine's Unity integration and ShaderGraph).
- MaterialX to WebGL/WebGPU shader generation via WASM
- Vertex displacement support (procedural noise, texture-based, animatable)
- Material-level ambient occlusion (per glTF specification)
- UV coordinate convention handling (glTF ↔ OpenGL)
- Three.js shadow support (directional, spot, point lights)
- Alpha mask and blend transparency modes
- glTF extension for embedding MaterialX materials in
.glb/.gltffiles - Experimental support for loading raw MaterialX XML (
.mtlx) files - Works standalone with three.js or as a Needle Engine module
Learn more in the Needle Engine documentation
Installation
npm i @needle-tools/materialx
Examples
How to use
Use with Needle Engine
Needle Engine has built in support for MaterialX shaders.
No changes to your code are necessary. The MaterialX module will import lazily when needed.
Use with three.js
import { useNeedleMaterialX } from "@needle-tools/materialx";
// Call the function with your GLTFLoader instance to add the GLTFLoader plugin
useNeedleMaterialX(<yourGltfLoaderInstance>);Accessing Materials
MaterialX shaders will create MaterialXMaterial materials at runtime. These are custom three.js ShaderMaterials and assigned to objects like any other three.js material.
Learn more in the Needle Engine documentation
WASM
Default (CDN)
By default, MaterialX WASM files are loaded from the Needle CDN at https://cdn.needle.tools/static/materialx/<version>/. No configuration needed.
Custom WASM Location
You can override the WASM location by setting globalThis.NEEDLE_MATERIALX_LOCATION before MaterialX loads (for example in global scope in a root script).
Package-local files
To use the WASM files bundled with the @needle-tools/materialx npm package, set the location to one of:
globalThis.NEEDLE_MATERIALX_LOCATION = "package";
// or
globalThis.NEEDLE_MATERIALX_LOCATION = "bin/";
// or
globalThis.NEEDLE_MATERIALX_LOCATION = "./bin/";
// or
globalThis.NEEDLE_MATERIALX_LOCATION = "../bin/";This is useful when you want to avoid network requests or bundle all assets locally.
Custom path
To use a custom base URL (for self-hosted deployments, air-gapped environments, or a custom CDN):
globalThis.NEEDLE_MATERIALX_LOCATION = "/assets/materialx/";IMPORTANT: The value must end with a trailing slash (/).
glTF Extension: NEEDLE_materials_mtlx
There is a root level glTF extension, NEEDLE_materials_mtlx, which contains an array of documents. Each document contains a MaterialX xml string, and information about textures and materials used in the document, so they can be resolved from inside the glTF buffers.
The textures array is used to resolve texture paths from inside the MaterialX document to texture pointers in the glTF file.
Materials can also contain the NEEDLE_materials_mtlx extension, which references a document and shader. This allows you to use the same MaterialX document for multiple materials in the glTF file.
Root-level extension
{
"extensions": {
"NEEDLE_materials_mtlx": {
"documents": [
{
"name": "Perforated_Metal",
"version": "1.38",
"xml": "<?xml version='1.0' encoding='UTF-8'?><materialx version=\"1.38\">...</materialx>",
"textures": [
{
"pointer": "/textures/0",
"name": "Perforated_Metal_diffuse"
},
{
"pointer": "/textures/1",
"name": "Perforated_Metal_normal"
}
],
"shaders": [] ← optional
}
]
}
}
}Material-level extension
{
"materials": [
{
"name": "Perforated Metal",
"extensions": {
"NEEDLE_materials_mtlx": {
"name": "Perforated_Metal",
"document": 0,
"shader": 0
}
}
}
]
}
