How to preview a materialx node?

   2799   7   3
User Avatar
Member
681 posts
Joined: Nov. 2013
Offline
Hi,
When authoring mtlx material, how to preview a intermediate node's result without creating a new surface shader and connecting to it?
Thanks.
User Avatar
Member
1889 posts
Joined: March 2009
Online
Select the node, press "X", and it will create a visualizer that overrides surface.
User Avatar
Member
681 posts
Joined: Nov. 2013
Offline
Thanks!
It seemed there is a bug that the visualizer does not work if a pattern node has only one connection to displacement.
User Avatar
Member
3 posts
Joined: Nov. 2016
Offline
In Karma, the visualize node only seems to work if the node you're previewing is connected to the output down stream.
Is there any way around this, other than going through the hassle of creating an unlit surface and connecting to the surface output to preview WIP areas of the shading network?
User Avatar
Member
8252 posts
Joined: Sept. 2011
Offline
GustavBP
Is there any way around this, other than going through the hassle of creating an unlit surface and connecting to the surface output to preview WIP areas of the shading network?

make sure the network is not isolated from the material. I can be connected to anything, it doesn't have to be contributing meaningfully.
User Avatar
Member
21 posts
Joined: Nov. 2019
Offline
I'm having the same issue, the visualzier only seems to preview certain nodes and not others.
So does this mean you have to have the node you're trying to preview connected to the main MaterialX Shader output in order to preview it?

mtlximage1 - can be previwed fine:


mtlximage8 & 9 - doesnt show anything:



But the normal map seems to preview ok too:



Thanks
Edited by inversionstudio - April 16, 2026 08:18:57

Attachments:
viz_ok.png (1.2 MB)
viz2.png (1.2 MB)
viz3.png (1.2 MB)
viz_normal.png (1.7 MB)

User Avatar
Member
29 posts
Joined: Oct. 2020
Offline
It has to be connected to something for it to work. This node is also extremely finnicky and causes a lot of crashes for us so beware. You can always drop a surface unlit shader and connect that to the output, very annoying and slow to work with but at least it doesn't crash 50% of the time.
Edited by edlgm - April 16, 2026 16:55:44
Enrique De la Garza
CG Supervisor @Frame48
User Avatar
Member
21 posts
Joined: Nov. 2019
Offline
Many thanks for the reply edlgm - ill stick to COPs then
  • Quick Links