@needle-tools/materialx
v1.7.4
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 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
InstancedMeshsupport for generated MaterialX shaders - Automatic MikkTSpace tangent generation when MaterialX shaders need tangents
- 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
Notes
Anisotropy and environment lighting
The public environmentRadianceMode option is a string enum with three modes:
three-pmremis the default. It samples a prefiltered three.js CubeUV PMREM directly. This is the fast path and is the recommended default for runtime use, but prefiltered environment lookup is scalar-roughness based and does not preserve full anisotropic specular environment reflections. Direct lighting and the rest of the generated MaterialX shader still run normally.materialx-prefiltereduses MaterialX's stock prefiltered latlong environment shader path. It is useful for parity checks and exported MaterialX-style prefiltered maps, but it is still a prefiltered lookup.materialx-fisenables MaterialX filtered importance sampling. This path is slower, but it preserves anisotropic specular environment reflections.
For anisotropic specular environment reflection checks, opt into materialx-fis:
import { useNeedleMaterialX } from "@needle-tools/materialx";
useNeedleMaterialX(gltfLoader, {
environmentRadianceMode: "materialx-fis",
});The same option is available when creating a raw MaterialX material:
import { Experimental_API } from "@needle-tools/materialx";
const material = await Experimental_API.createMaterialXMaterial(
mtlxSource,
0,
undefined,
{ environmentRadianceMode: "materialx-fis" },
);Tangents
Some MaterialX shaders need tangent-space data for correct normal, anisotropy, or texture-space lighting. If a geometry is missing tangents, MaterialX materials generate MikkTSpace tangents lazily at render time using Three.js' bundled MikkTSpace utilities.
Automatic tangent generation is enabled by default. To keep the previous warning-only behavior, disable it in the same options object used for other MaterialX settings:
useNeedleMaterialX(gltfLoader, {
generateTangents: false,
});For raw MaterialX materials:
const material = await Experimental_API.createMaterialXMaterial(
mtlxSource,
0,
undefined,
{ generateTangents: false },
);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 (/).
Texture Path Resolution
MaterialX texture filenames are resolved from the MaterialX-authored filename value, any active fileprefix, and the loader path. Relative paths are normalized for web requests so hosted asset URLs do not gain duplicate slashes, while absolute URLs such as https://, file://, root-relative paths, data URIs, blob URLs, and MaterialX filename tokens such as <UDIM> are preserved.
For raw .mtlx XML loaded from a URL, pass the containing directory as path, matching the parse(data, path, ...) convention used by Three.js loaders:
const material = await Experimental_API.createMaterialXMaterial(
mtlxSource,
0,
{
getTexture: async (url) => textureLoader.loadAsync(url),
},
{
path: "https://example.com/materials/",
},
);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
}
}
}
]
}
