---
title: "Solaris & MaterialX"
canonical: "https://rmanwiki-27.pixar.com/space/RFH27/544640862/Solaris%20%26%20MaterialX"
format: markdown
---
![image](media://69e5c5c9-4c05-401e-8178-bb2277121639)

Artists and Studios can harness the creative flexibility of MaterialX and RenderMan, creating a variety of materials from glass, metals, SSS, plastics, and common PBR workflows using the *mtlxStandard* node inside of Solaris


![image](media://4dbf86b1-218c-4e76-9897-90d372a093cd)

Working with MaterialX shading nodes works in the same way as you would with other RenderMan materials.  Simply create your MaterialX shading network in a *materialLibrary* and assign it to geo as usual.  


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## XPU and MaterialX

Starting with RenderMan 27.3, MaterialX is supported in XPU. See these pages for more details:

- [MaterialX](https://rmanwiki.pixar.com/display/REN/MaterialX)
- [RenderMan Release Notes](https://rmanwiki.pixar.com/display/REN/RenderMan+Release+Notes)

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## Limitations


![image](media://44266f1f-e2d2-4c85-b2d7-08f899fea257)

For the moment, there are a number of limitations with rendering MaterialX in Solaris with RenderMan, which include 

- MaterialX Subnets are not currently supported in RIS (they are supported in XPU).

See [XPU Features and Limitations (MaterialX section)](https://rmanwiki.pixar.com/display/REN/XPU+Features+and+Limitations) for a list of limitations with MaterialX in XPU.