MaterialX Publishing refers to the process of exporting, organizing, and distributing materials and shaders. With Publishing, look development artists can create libraries of predefined shaders for reuse, which can be easily shared with other artists. Note that publishing is only possible with compounds inside of MaterialX data type tabs.
To publish a graph as a Compound, select the nodes to be included in the Compound and right-click on an empty section of the graph, choose "Create Compound". Rename the Compound if desired, then right-click on the Compound and choose "Publish yourCompoundName...". The Publishing Settings window will appear.

Set parameters for the Compound to be published in the Publishing Settings window:
You can set a preference for where compounds get saved in the LookdevX preferences dialog. To access the LookdevX preferences, open the Options menu in LookdevX and choose LookdevX Preferences. This opens the Maya Preferences window to the new LookdevX section.
There are two preferences for publishing Compounds:
User Library: Sets the directory path to where published Compounds are saved when publishing from LookdevX. This directory also serves as a source when importing compounds with the Tab menu.
Global Libraries: Sets the directory path(s) to external libraries from which Compounds are loaded or written to. Multiple paths can be set using the options provided.
These paths can be managed using the environment variable LOOKDEVX_GLOBAL_LIBRARIES_PATH and setting it to the path of the library folder location(s). When the environment variable is used, the Global Libraries path option in the LookdevX preferences window becomes greyed out and inaccessible.
After publishing a Compound, you can create instances of the custom node by pressing Tab or opening the Node Library.
User/<Node Name> if no node group was specified, or User/<Node Group>/<Node Name> if a node group was specified.After importing, details of the published Compound can be found in the Info tab of the property editor when the Compound is selected in the graph.
After creating an instance of a custom node, you can view its implementation by right-clicking on the Compound and selecting "View Definition". This action dives into the node and displays the underlying graph that describes its behavior. The same feature also works for all nodes from the standard library, which are implemented as node graphs. By default, the implementation is not editable as indicated by the "Not Editable" label in the bottom left corner of the LookdevX graph.
Instances of Compounds in the graph can be made editable. After importing a published Compound, right-click on the Compound node and choose Make Editable. The Compound is made local to the scene and can now be iterated on. Double-click the Compound node to enter the node and to start editing the underlying graph. Compounds that are made to be editable, can be re-published as new Compounds.
On MaterialX ports, it's possible to set a default geometric property (defaultgeomprop). They are an alternative to setting a value or making a connection manually. If a defaultgeomprop is set, the value of the specified geometric property will be read during shader evaluation. Examples of geometric properties are texture coordinate, position, normal, tangent and bitangent. They are especially useful for ports on Node Definitions to provide a default value. Instead of defaulting to a constant value, it allows the port to default to the value of a geometric property, hence the term default geometric property.
MaterialX nodes in LookdevX include a default geometric property for many key geometric properties such as Texcoord as seen in the image above.