---
title: "Solaris & MaterialX"
canonical: "https://rmanwiki-26.pixar.com/space/RFH26/19268147/Solaris%20%26%20MaterialX"
format: markdown
---
![image](media://d7781605-88f0-4402-9526-6a241493d01e)

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://ca21bca5-5785-4cef-b7d8-074ed62b086e)

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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## Limitations


![image](media://76e485d3-526e-48aa-aa56-bcd04d6a78a2)

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

- MaterialX Subnets are not currently supported.
- Rendering with XPU is currently not supported.