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binding-materials
// Binding materials to prims at runtime. Use when user asks to assign a material, change a material, set material binding, or swap materials on a prim.
// Binding materials to prims at runtime. Use when user asks to assign a material, change a material, set material binding, or swap materials on a prim.
High-level overview of a typical ovrtx application lifecycle. Use when user asks how to structure an ovrtx program, what the main steps are, or how the pieces fit together.
Asynchronous operation patterns including polling, timeouts, and non-blocking workflows. Use when user asks about async rendering, non-blocking operations, polling, timeouts, or parallel rendering.
Creating persistent attribute bindings for efficient repeated writes to the same prims and attribute. Use when user asks about persistent bindings, repeated writes, efficient animation loops, bind_attribute, or updating transforms every frame with caller-owned tensors. Use mapping-attributes when the hot path needs zero-copy direct writes into ovrtx buffers.
Available camera render outputs for Real-Time Path-Tracing (RT2) mode. Use when user asks what AOVs/render vars are available, what format or dtype an output has, or how to read a specific output like depth, normals, albedo, or distance.
Cloning USD subtrees to create copies at new paths. Use when user asks to clone, duplicate, copy a prim, or create instances of existing geometry.
Authoring and configuring OmniLidar sensor prims and lidar PointCloud render outputs. Use when user asks to create a lidar scene, configure an OmniLidar prim, choose lidar output frame/coordinate behavior, or request lidar PointCloud channels.
| name | binding-materials |
| description | Binding materials to prims at runtime. Use when user asks to assign a material, change a material, set material binding, or swap materials on a prim. |
| license | LicenseRef-NvidiaProprietary |
| version | 0.3.0 |
| author | NVIDIA ovrtx |
| tags | ["ovrtx","materials","bindings"] |
| tools | ["Read","Grep"] |
Use this skill when the user asks to assign a material, change a material, set material binding, or swap materials on a prim.
Resolve inputs in this order: existing repository files and referenced snippets, explicit user request, then broader agent context.
> **Source:** snippet before writing or explaining API usage.nonvisual-materials for authoring sensor-facing base material/coating labels; this skill only covers binding a material prim to geometry.material:binding relationship on the geometry prim, using path-array helpers where required.nonvisual-materials only when the request includes sensor material semantics.This skill has no scripts.
To change which material is applied to a prim at runtime, write the material:binding attribute as a path string pointing to the target material prim. In USD, material:binding is a relationship (array of paths), so use write_array_attribute() in Python or ovrtx_set_path_attributes() in C.
The material prim must already exist in the stage (e.g., loaded from USD). You write the absolute prim path of the material to the geometry prim that should receive it.
Source:
tests/docs/python/test_base.pysnippetdoc-bind-material
Source:
tests/docs/c/test_base.cppsnippetdoc-bind-material-c
| Python | C |
|---|---|
renderer.write_array_attribute(prim_paths, "material:binding", [["/path/to/material"]]) | ovrtx_set_path_attributes(renderer, &prim_path, 1, "material:binding", &material_path) |
material:binding (with a colon), matching the standard USD relationship name.list[list[str]] for the tensors parameter -- one list of path strings per prim. The string list format is auto-detected as path/relationship data."/World/Looks/MyMaterial").ovrtx_set_path_attributes() convenience helper from <ovrtx/ovrtx_attributes.h> -- it handles wrapping the path into the required single-element relationship array.> **Source:** directives in this skill to locate tested snippets before reusing API patterns.