How I built the MaterialX Fidelity Suite, then used it to drive pixel-perfect MaterialX support in both Three.js and Blender — including custom noise node implementations that finally close the gap between reference renders and open-source tools.
Ben Houston • May 1, 2026
MaterialX assets are multiple loose files, which breaks down in online, and collaborative contexts. The community has already solved this with zip packaging. We just need to formalize it as .mtlz.
Ben Houston • April 24, 2026
How frustration with Trigger-Action Lists in production 3D tools led me to build behave-graph, champion it at SIGGRAPH, and help drive the KHR_interactivity glTF standard.
Ben Houston • February 19, 2026
Why Land of Assets chose glTF over USD as the backbone for their Master Asset approach to ensure long-term interchangeability.
Ben Houston • February 19, 2026
Graph-based materials, while innovative and flexible, pose significant costs for run-time dynamic loading in Web and Games. We delve into these costs and propose alternative solutions.
Ben Houston • May 30, 2023
Understand the background and potential future of the evolving Khronos glTF PBR material definition.
Ben Houston • October 25, 2022
With Physically-based Rendering (PBR) becoming the new standard, we need a simple standard interchange format.
Ben Houston • May 6, 2015