UsdMaterial
To create and edit native USD materials and shaders, you can use the UsdMaterial node. This enables you to create shaders that contain images. However, currently it is not possible to create a native USD material network and connect materials together so this node may only be useful for simple workflows or for debugging purposes.
See more about material workflows in Materials in USD Scenes.
Inputs
|
Connection Type |
Connection Name |
Function |
| input | in | The incoming scene graph data that the node will operate on or modify. |
Controls
|
Control (UI) |
Default Value |
Function |
|---|---|---|
|
action |
create |
Choose whether to create a new Material prim or edit an existing one (use edit shader for shaders, or edit interface for Materials). |
|
materialPrimPath |
materials/material |
In create mode, the path of where to create the Material prim. In edit interface mode, the path to an existing Material prim. In edit shader mode, the path to an existing Shader prim. |
| primSpec | define | Determines what specifier of Prim to create, from define, class or over. |
|
materialOutput |
surface |
The name of the material output that will be connected to the shader output. |
|
shaderNode |
N/A |
Determines the source type and shader node identifier. This list will dynamically call any shaders within the shader registry. |
|
primSpecHierarchy |
enabled |
Determines whether to create all ancestor prims with the prim spec provided in the primSpec parameter. If unchecked (default), all but the leaf Prim will use the |
| blockUpstreamAttributes | enabled | Determines whether to block incoming Attributes in a potential incoming Prim in the stage. |
| (The parameters in the inputs section below will dynamically populate based on the shaderNode chosen.) | ||