Getting Started
Usage
USL lets you browse a library of 2,000+ PBR materials and push them directly into your DCC as a fully-built shader network - correct renderer, correct texture mappings, ready to render.
The library includes the CC0 collection from ambientCG, with PixelConstruct continuously adding new shaders and surface types alongside it. Support on Patreon to help grow the library faster.
Before You Start
Make sure the bridge plugin is installed and your DCC is connected. If you haven’t done this yet, see the Plugin Installation guide first.
The Interface
When USL opens you’ll see the material browser - a searchable grid of PBR material thumbnails.
| Control | What it does |
|---|---|
| Search bar | Filter by material name, category, or tag |
| Category list | Browse by surface type (concrete, fabric, metal, etc.) |
| Thumbnail slider | Adjust icon size from compact grid to large preview |
| Material card | Click once to push to your connected DCC |
Finding a Material
Type in the search bar to filter by name - for example brick, scratched metal, or wood floor. You can also click a category in the sidebar to browse by surface type.
All materials are sourced from ambientCG and are CC0 (public domain) - free to use in personal and commercial projects with no attribution required. PixelConstruct will be adding more materials and surface types over time — support on Patreon to help fund that.
Pushing to Your DCC
With your DCC open and connected:
- Find the material you want in the browser
- Click it once
USL downloads the texture set (if not already cached), builds the complete shader network for your renderer, and assigns it - ready to use.
What gets built
| DCC | Renderer | Shader type |
|---|---|---|
| Maya | Arnold | aiStandardSurface |
| Maya | Redshift | Redshift Standard Material |
| Blender | Cycles / EEVEE | Principled BSDF |
| Houdini | Karma | MaterialX network |
| Houdini | Redshift | Redshift Standard Material |
All texture maps (diffuse, roughness, metalness, normal, height) are automatically connected to the correct inputs.
Texture Downloads & Cache
Textures are downloaded on demand and stored in a local cache - so clicking the same material a second time is instant. The cache is managed automatically; you don’t need to clear it manually.
USL also generates a USD (.usda) and MaterialX (.mtlx) asset alongside each download, stored in your cache folder if you need them for other pipelines.
Disconnecting
To disconnect your DCC, close the DCC or click Disconnect in USL’s settings. USL will automatically reconnect when the DCC is opened again with the plugin active.
Growing Library
PixelConstruct is continuously adding new materials, surface types, and renderer support to USL. Supporting the project on Patreon directly funds that development - more shaders, more DCCs, faster updates.
Support on PatreonNext Steps
- Plugin Installation → - Install or reinstall the bridge plugin for your DCC
- Commercial Use → - Understand licence requirements for studio work