User Manual#
To use the extension:
Set the resolution and sampling preferences from
under the “Materials” tab (1)(2).
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Select an MDL material in the scene from the stage property window.
Right-click on the material and choose “Distill and Bake” from the dropdown menu (1).
Select a directory to store the baked texture maps in the file browser that appears.
To verify the distilled material, right-click on the material that went through the distillation process and choose “Open in MDL Material Graph” from the dropdown menu. This will open the material graph editor (2).
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The material graph will display the distilled UsdPreviewSurface shader and the original MDL material.
To see the results, disconnect the mdl:surface port from the “Shader” node and connect the UsdPreviewSurface material to the now-empty port (1)(2). This step is not necessary when using this representation in other USD-compliant software, as the MDL context will be ignored, and only the surface context will be used.
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