The firm describes the library as providing “ready-to-use PBR materials aimed at jumpstarting the creative process and rendering workflow for 3D graphic designers and game developers”.
The library currently contains over 290 materials, including architectural staples like tiles, flooring, brick walls, plaster and concrete, plus metal, wood and fabrics.
Just to be clear you’re comparing an open standard with backing from many studios and software vendors (materialx)
To mdl which is mainly supported and promoted by a company which is fairly well known for keeping things proprietary?
And calling them competing standards?
Furthermore I should note that you can output mdl from materialx but not the other way around. I know people love to use xkcd references but I don’t think that applies here. AMD did not invent materialx we are just promoting the open ecosystem.
Are those materialx materials in that library fully procedural or based on tileable bitmaps (most likely created in substance designer)? I know there are some procedural noises and low level nodes in the materialx spec, but I don’t know how far they can be pushed.
The library looks nice, but it looks like the add-on isn’t available for MacOS.
I can still d/l the files though, so I can use the PNG textures just fine. (They also provide links back to Polyhaven — where available— and their .blend files, which is convenient.)
PNGs for things like Base Color aren’t always included, but in those cases I can open the .mtlx file and pull all kinds of info out of there. It takes a few extra steps, and there are some nodes that I can’t figure out — yet — but it’s still a nice resource.