MRGI SURFACE / WORKFLOW FIELD GUIDE

Prepare a ceramic material for an interactive scene

Make the target assumptions explicit and distinguish material appearance from package validity.

PeopleMaterial artist + technical artistStageProposed product workflowExampleSynthetic, non-customer content

01 / FROM INPUT TO HANDOFF

Follow the decisions.

This walkthrough describes the intended MRGI product behavior. The browser demo illustrates a small part of the workflow; it does not run the complete application.

  1. 01

    Define the material

    Start with
    An original sphere and local material parameters.
    Work through
    Inspect roughness, metalness, and lighting behavior.
    Result
    A candidate material appearance.
  2. 02

    Select the target

    Start with
    A named destination recipe.
    Work through
    Specify channel packing, color spaces, and expected map dimensions.
    Result
    A documented export contract.
  3. 03

    Validate the package

    Start with
    The material and exported map set.
    Work through
    Check structure, then inspect appearance in the actual destination.
    Result
    Structural findings and a visual review.
  4. 04

    Handoff a version

    Start with
    The reviewed package and recipe.
    Work through
    Record source versions and known target limitations.
    Result
    A reproducible material release.

02 / INPUTS & INTERCHANGE

What travels with the work.

These are foundation formats and intended handoff contracts. Support and fidelity must be confirmed for each released build.

MRGI Surface interchange considerations
ArtifactRoleReview consideration
PBR mapsMaterial input/outputChannels, color spaces, and normal conventions must be explicit.
Target recipeEngine-specific export rulesRecipes need validation against the actual engine and importer.
QA recordHandoff evidenceState exactly which structural and visual checks ran.

A deliberate cross-app boundary

Pair materials with Construct asset references and include validation reports in an Evidence packet.

The intended handoff should identify the selected resource, its version, the destination, and the user’s authorization. A linked application should not inherit unrestricted file access.

Explore the connected applications ↗

03 / BOUNDARIES & READINESS

Know what this example establishes.

  • The WebGL scene is not proof of appearance in another engine.
  • No texture painting, baking, or file import is offered here.
  • A metallic preview without a production environment map is only an illustration.

Development status

The source foundation is imported. Validation adapters and game-engine/WebXR acceptance testing are planned; target compatibility is not yet guaranteed.

Before a production release

Validate real-file behavior and platform support, implement the stated authorization and review rules, and document the tested acceptance scope. The interactive website is a product demonstration, not a release candidate for the application.

04 / PRODUCT QUESTIONS

The details that matter.

Why does the material change under different lighting?

Lighting and surface parameters jointly affect appearance. The preview lets you inspect those relationships before considering a target-specific handoff.

Will these settings export to a game engine?

The lab displays parameters only. A production export adapter would need a defined material contract and destination validation.

Open-source foundation

Layered PBR painting, GPU baking, and packed engine export templates exist in TextureCraft. Reproducible QA evidence is the proposed MRGI extension. Read the credits and foundation mapping.

Su

Keep exploring Surface.

Return to the product breakdown or try the local interactive example.

Open the demo ↗