Cameras

Camera description

Optional camera description chunks go inside Camera chunks to define attributes of the camera.

Light Sources

Light sources can also be defined by putting an emissive material (eg, pngLmr) onto a piece of geometry (eg, sphr)


Objects

Groups

Vertex properties

Patches

Patch chunks are used to make up high level surfaces. For example, triangle patches can be used to make a mesh.


Colors

General information about mdl colors.

Textures


Materials

General information about mdl materials.

Aggregate Materials

A material can be defined as an aggregate of "lobes". Each lobe will be evaluated or sampled, and the results added together. To do this, use the Aggregate material chunk (smAgg) or the Aggregate material chunk with subsurface scattering (slpm) including an arbitrary number (at least one) of the chunks defined below.

Material Modifiers

The folowing are optional chungs that modify surface appearance in some way.


Naming


Meta-Chunk

Defines new chunk types

Misc


Chunks by key