binding-materials
OfficialBind 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 requiredComponents
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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