Blogs

RawKee, X3D, and High Dynamic Range Images

My most recent work developing the RawKee X3D exporter for Maya has been in the area of Physical Based Rendering (PBR - aka the X3D PhysicalMaterial node). Specifically, I've been working to make the export features in this area as solid as possible. The key for getting the most out of the PhysicalMaterial node is to pair it with an EnvironmentLight node and an ImageCubeMapTeture node in its specularTexture field.

X3D-USD File Translation Through X3DCPPSAIL

Through my work with the Laboratory for Digital Realism and Engineering in the Applied Metaverse (DREAM Lab) at the University of North Dakota, I have been given the opportunity to work on a file translator between X3D and USD, hoping to include this into the C++ AOUSD/Adobe File Translator Plugin. This stems from my original work, building an X3D C++ Scene Access Interface Library (X3DCPPSAIL) to meet the requirements of the X3D 4.1 specifications. 

OGC 3D Tiles in X3DOM: A Unified, Specification‑Grounded Architecture for Web‑Native Geospatial Visualization

Through the Cesium Ecosystem Grant, the Web3D Consortium is enabling X3DOM to stream massive geospatial datasets—terrain, photogrammetry, buildings—directly into declarative X3D scenes. This work strengthens alignment across X3D, glTF, and OGC 3D Tiles, creating a seamless, vendor‑neutral pathway from data acquisition to web deployment. For users, this unlocks scalable digital twin experiences, richer metadata‑driven visualization, and a more interoperable 3D ecosystem built on open standards that will endure.

Specification-Grounded Authoring for a More Intelligent Web3D Ecosystem

Artificial Intelligence is rapidly transforming how 3D content is authored, validated, and optimized. Within the Web3D community, X3D offers a structured, open, and extensible foundation for AI-assisted workflows. But as the paper x3d_mcp: A Model Context Protocol Server for AI-Assisted X3D Authoring shows, raw LLM output is brittle without grounding in the authoritative X3D specification.

Maya MaterialX Compound Nodes as X3D Shader Fields

Using Compound Nodes in Maya LookdevX

I've been hard at work this weekend, trying to come up with a workflow that will integrate with MaterialX shader exports into RawKee exports.

After feedback from the community, it became clear that there isn't really anything I can do on the exporter side to export Shader content that will be compatible with existing X3D Browser shader implementations.

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