Child Materials¶
This page documents how child materials are imported into Katana through UsdIn nodes.
To translate between USD’s method of creating material inheritance to a format
compatible with Katana, we must alter the hierarchy from a structure of sibling
materials with a specializes
arc to child materials.
Consider the following USD layer:
def "root"
{
def "materials"
{
def Material "metal"
{
color3f inputs:diffuseColor = (0.073087625, 0.073087625, 0.073087625)
float inputs:metallic = 0.663
float inputs:roughness = 0.432
token outputs:glslfx:surface.connect = </root/root/materials/metal/UsdPreviewSurface.outputs:surface>
def Shader "UsdPreviewSurface"
{
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor = (0.073087625, 0.073087625, 0.073087625)
color3f inputs:diffuseColor.connect = </root/root/materials/metal.inputs:diffuseColor>
float inputs:metallic = 0.663
float inputs:metallic.connect = </root/root/materials/metal.inputs:metallic>
float inputs:roughness = 0.432
float inputs:roughness.connect = </root/root/materials/metal.inputs:roughness>
token outputs:surface
uniform token ui:nodegraph:node:expansionState = "open"
uniform float2 ui:nodegraph:node:pos = (-105, 114)
}
}
def Material "metal_dull" (
prepend apiSchemas = ["LookAPI"]
specializes = </root/root/materials/metal>
)
{
float inputs:metallic = 0.872
float inputs:roughness = 0.671
uniform string katana:primName = "dull"
}
def Material "metal_dull_rusty" (
prepend apiSchemas = ["LookAPI"]
specializes = </root/root/materials/metal_dull>
)
{
color3f inputs:diffuseColor = (0.7265149, 0.22986107, 0.005717588)
uniform string katana:primName = "rusty"
}
def Material "metal_shiny" (
prepend apiSchemas = ["LookAPI"]
specializes = </root/root/materials/metal>
)
{
float inputs:metallic = 0.845
float inputs:roughness = 0.195
uniform string katana:primName = "shiny"
}
}
}
In this layer, a material metal_dull
specializes parameters from
metal
through the specializes
composition arc overriding the
inputs:metallic
and inputs:roughness
parameter values to create a
different look while not affecting inputs:diffuse
color. Similarly,
metal_dull_rusty
is another material which further modifies metal_dull
to change the inputs:diffuse
color to a slight orange, while retaining the
dullness from metal_dull
.
Katana uses a parent-child relationship for inheritance of attributes and their
values, which differs from the above example whereby siblings share parameters
through the specializes
composition arc. In Katana, we would expect a
similarly functioning material hierarchy to be:
root
└─ materials
└─ metal
├─ dull
│ └─ rusty
└─ shiny
When this layer is imported through UsdIn, the hierarchy is altered
to move this derived Material to become a child of the material it specializes.
This only occurs under certain prim names. By default, this is: Looks
,
looks
or materials
. These prim names can be set manually though the
USD_KATANA_LOOK_TOKENS
environment variable (see
UsdIn Options).
Child Materials and UsdInIsolate¶
The UsdInIsolate node type and the
UsdIn’ isolatePath parameter isolate the prims of the USD stage
before the UsdIn node’s Ops (In particular UsdInCore_LooksGroupOp
) can
reparent the child underneath the parent. For this reason, isolating a parent
material will not show the child material underneath, because at the USD stage,
this is still a sibling. Similarly, to isolate the child material, the full
path to the location in the USD file must be used, for example
/root/materials/metal_shiny
instead of /root/materials/metal/shiny.