PhysicalMaterial node demo

This page presents early-stage work for directly exporting the X3D V4 PhysicalMaterial node from Blender. There is an existing two-step export and conversion based on current implementations of Blender (and the Blender glTF import/export extension ) and Castle Game Engine to performing this conversion.

The example material shown here is intended to represent brass metal (by choice of base color , metallic, and roughness values ), and a normal map defined by a texture to give the visual appearance of indentations ("dimples") in the metal. For simplicity texture-based blending of the base color , metallic, roughness are not tested with this example.

Initial results:

modified Dec 16 2025

Viewer renderings
Results for other X3D viewers
Workflow to prepare X3D files from Blender material
  1. Create material in Blender 4.2 with assistance from Blender Material documentation and wealth of tutorial information on the web. For purposes of this project the material was applied to a simple planar rectangle mesh.
  2. Export from Blender as glb file using the standard glTF Blender extension.
  3. Import glb into Castle Model Viewer and save as X3D file named dimpled_brass.x3d
  4. Edit dimpled_brass.x3d file with X3D-Edit plug-in to NetBeans.
  5. Created a non-conforming variant file named dimpled_brass_x3dom.x3d which uses different field names in the PhysicalMaterial node. Refer to the differing specifications:
Additional downloadable files: