OpenPBR Shading
Shading Model, in PBR Settings, switches PBR Preview between two different renderers for the same material data: the default Cook-Torrance shader (see PBR View), and Adobe's OpenPBR BSDF — a real, layered physically-based shading model rather than glTF's additive extension set. This is an alternative to try alongside the default shader, not a replacement for it — nothing about your imported materials, textures or bakes changes either way. OpenPBR shading is gated to Ultra edition.
Turning it on
Open PBR Settings (Shift+P while PBR Preview is on) and expand the Shading Model section, between Emission Light and Image Based Lighting. Use OpenPBR shading is unavailable until PBR Preview itself is on — the checkbox is disabled with a tooltip explaining why until then.
What changes
The same imported material values — base color, metallic, roughness, and every
KHR_materials_* extension Vertexix reads (specular, sheen, clearcoat, anisotropy,
transmission & volume, iridescence, dispersion) — feed OpenPBR's own equivalent layers
(fuzz from sheen, coat from clearcoat, thin-film from iridescence, and so on) instead of the
default shader's additive Cook-Torrance terms. The practical difference is most visible on
materials that actually use one of those layers; a plain metallic-roughness material with none of
them will look close to identical between the two shaders, since both are physically-based
microfacet models converging on similar answers for the same simple inputs.
Directional Light is evaluated through the real OpenPBR BSDF either way. Image-based lighting is currently an approximation that reuses the same environment maps the default shader uses, rather than a fully layer-accurate OpenPBR environment response — expect the directly-lit side of a material to show OpenPBR's layering most clearly.
Current limits
OpenPBR shading works from the same material data every import already provides — it doesn't add new import capability. True subsurface scattering isn't available (nothing in Vertexix's import pipeline supplies it yet), materials still come from your file's own glTF-style data rather than an authored OpenPBR/MaterialX file, and PBR Layer View's debug channels are specific to the default shader and aren't available while OpenPBR shading is on.