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Materials

usdtweak supports assigning USD materials to prims through the Stage Property Editor. This page covers how to bind materials and manage material assignments.

Assigning a material

The easiest way to assign a material to a prim is through the Stage Property Editor. When you select a prim that supports material binding, you will see a Material binding section displaying the current bindings per purpose.

Image showing the Material Bindings section

Selecting a material

Click the cog icon next to a binding purpose to display a list of all materials available in the current stage. Select a material from the list to assign it to the prim for that purpose.

Image showing the Material Bindings selection list

Binding purposes

USD supports multiple material binding purposes. usdtweak displays these in the Material binding section:

PurposeDescription
FullThe primary material binding used for final rendering.
PreviewA simpler material intended for interactive preview rendering.

You can assign different materials for different purposes, allowing your assets to have both a lightweight preview material and a full-quality render material.

How material binding works

Material binding in USD uses the UsdShadeMaterialBindingAPI. When you assign a material through the Stage Property Editor:

  1. A material binding relationship is authored on the selected prim.
  2. The binding targets the selected material prim's path.
  3. The binding is authored on the current edit target layer.
Edit target

Material bindings are written to the current edit target layer. If you want the binding in a specific layer, set the edit target before assigning the material. See Edit Target for details.

Removing a material binding

To remove a material binding, you can clear the binding path in the Material binding section of the Stage Property Editor, or remove the binding relationship through the Layer Property Editor.