| name | ovrtx-materialx-openpbr |
| description | Prepare Blender materials for the add-on's OVRTX MaterialX/OpenPBR conversion and diagnose failures without renderer source access. Use for source textures, OpenPBR graphs, black/red/flat OVRTX materials, missing bindings, UV/normal-map issues, or Blender-versus-OVRTX material comparisons. |
| license | Apache-2.0 |
| metadata | {"author":"Max Bickley","version":"0.1","team":"omniverse","domain":"physical-ai","tags":["blender","omniverse","ovrtx","materialx","materials"]} |
OVRTX MaterialX/OpenPBR
Prepare Blender materials for the add-on's OVRTX MaterialX/OpenPBR conversion
and diagnose failures through documented add-on and runtime interfaces.
When to Use
Use for source textures, OpenPBR graphs, black/red/flat OVRTX materials, missing bindings, UV/normal-map issues, or Blender-versus-OVRTX material comparisons.
Boundary and inputs
- Work through the installed add-on, Blender APIs, documented probes, and the
supported runtime interfaces.
- Preserve source textures and relative paths. Do not bake a comparison image
and call it a material conversion.
- Record Blender, add-on, runtime, material, texture, UV, and color-space
identities before changing the graph.
Instructions
- Inventory only materials assigned to renderable polygons and verify evaluated
geometry, slots, polygon assignment, UV layer, and texture paths.
- Build or repair a reachable graph from the active material output. Prefer
named Principled/OpenPBR-adjacent inputs and source image textures over
disconnected diagnostic nodes.
- Validate base color, roughness, metallic/specular, normal, transmission,
opacity, emission, coat, sheen, and texture color-space intent separately.
- Confirm the add-on's generated MaterialX/OpenPBR binding and geomprop/UV name
in the resolved output. Treat USD Preview fallback as a separate lane.
- Render a neutral control and one material-specific fixture through Blender and
OVRTX. Compare scene-linear/HDR data when available; use display PNGs only as
a separately labeled presentation comparison.
- Classify each used material as
faithful, approximate, unbound, or
runtime-unavailable, with the cause and next action.
Failure ladder
Diagnose in this order: runtime/readback, stage/material identity and binding,
UV/texture path and color space, global lighting/exposure/display transform,
then individual lobe conversion. Do not change albedo to hide a light or
tone-map problem. Do not reject a scene because an unreachable unsupported node
exists.
Handoff
Summarize the material changed, conversion class, native result, and any
unsupported node or texture. Add hashes, mapping tables, fixture renders, or
raw/display comparisons only when the caller needs a reproducible handoff or
review artifact. Pair with ovrtx-render-settings for probed scene
controls and a contributor parity skill for graph-family regression tests.