binding-materials

Official

Bind materials to USD prims at runtime.

AuthorNVIDIA-Omniverse
Version1.0.0
Installs0

System Documentation

What problem does it solve?

Binding materials to prims at runtime eases on-the-fly visual updates in USD scenes, enabling dynamic material assignment, changes, or swaps without recompiling assets.

Core Features & Use Cases

  • Identify geometry prims and target material prims in a loaded USD stage.
  • Write the material:binding relationship so a geometry prim binds to an absolute material path.
  • Supports runtime updates via USD, Python, or C/C++ runtime APIs.
  • Typical use cases include changing appearance during exploration, swapping materials for variants, or applying sensor-facing textures.

Quick Start

Identify the geometry prims in your USD scene and apply a target material via the material:binding relationship on the geometry prim.

Dependency Matrix

Required Modules

None required

Components

Standard package

💻 Claude Code Installation

Recommended: Let Claude install automatically. Simply copy and paste the text below to Claude Code.

Please help me install this Skill:
Name: binding-materials
Download link: https://github.com/NVIDIA-Omniverse/ovrtx/archive/main.zip#binding-materials

Please download this .zip file, extract it, and install it in the .claude/skills/ directory.
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