Materials Requirements Overview#
To fulfill the requirements of this capability, materials must be properly defined using a portable material specification such as OpenPBR.
Material Implementation within OpenUSD#
Requirement
Materials must use valid OpenPBR specifications
Material paths and bindings must be properly scoped and resolvable
Material attributes must comply with their respective schemas
Schema#
Materials is defined with the UsdShade schema, imlementing OpenPBR via MaterialX.
NVIDIA MDL#
The capability requires OpenPBR because NVIDIA MDL materials are not considered to be portable. It is permitted for for backwards compatibility, but it is not recommended for new assets.
Requirements#
The requirements listed here can be uniquely identified by their respective identifiers. Validators may refer to these ID’s to denote compliance.
Tags |
Summary |
Compatibility |
Validator |
|---|---|---|---|
🔑 |
Each renderable GPrim must have a computed material bound to it |
core-usd |
|
✅ |
Material bindings must use appropriate scope to ensure proper material assignment and inheritance. |
open-usd |
|
✅ |
open-usd |
||
✅ |
open-usd |
||
✅ |
MDL Shaders must standard OpenUSD shader source attributes to ensure compatibility. |
kit-107+ |
|
✅ |
open-usd |
||
✅ |
core-usd |
||
🚀 |
open-usd |