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material_prim

MaterialPrim

Bases: BasePrim

Provides high level functions to deal with a material prim and its attributes/ properties.

If there is a material prim present at the path, it will use it. Otherwise, a new material prim at the specified prim path will be created.

Parameters:

Name Type Description Default
prim_path str

prim path of the Prim to encapsulate or create.

required
name str

Name for the object. Names need to be unique per scene.

required
load_config None or dict

If specified, should contain keyword-mapped values that are relevant for loading this prim at runtime. Note that this is only needed if the prim does not already exist at @prim_path -- it will be ignored if it already exists. Subclasses should define the exact keys expected for their class. For this material prim, the below values can be specified:

mdl_name (None or str): If specified, should be the name of the mdl preset to load (including .mdl). None results in default, "OmniPBR.mdl" mtl_name (None or str): If specified, should be the name of the mtl preset to load. None results in default, "OmniPBR"

None
Source code in prims/material_prim.py
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class MaterialPrim(BasePrim):
    """
    Provides high level functions to deal with a material prim and its attributes/ properties.

    If there is a material prim present at the path, it will use it. Otherwise, a new material prim at
    the specified prim path will be created.

    Args:
        prim_path (str): prim path of the Prim to encapsulate or create.
        name (str): Name for the object. Names need to be unique per scene.
        load_config (None or dict): If specified, should contain keyword-mapped values that are relevant for
            loading this prim at runtime. Note that this is only needed if the prim does not already exist at
            @prim_path -- it will be ignored if it already exists. Subclasses should define the exact keys expected
            for their class. For this material prim, the below values can be specified:

            mdl_name (None or str): If specified, should be the name of the mdl preset to load (including .mdl).
                None results in default, "OmniPBR.mdl"
            mtl_name (None or str): If specified, should be the name of the mtl preset to load.
                None results in default, "OmniPBR"
    """
    def __init__(
        self,
        prim_path,
        name,
        load_config=None,
    ):
        # Other values that will be filled in at runtime
        self._shader = None

        # Run super init
        super().__init__(
            prim_path=prim_path,
            name=name,
            load_config=load_config,
        )

    def _load(self, simulator=None):
        # We create a new material at the specified path
        mtl_created = []
        omni.kit.commands.execute(
            "CreateAndBindMdlMaterialFromLibrary",
            mdl_name="OmniPBR.mdl" if self._load_config.get("mdl_name", None) is None else self._load_config["mdl_name"],
            mtl_name="OmniPBR" if self._load_config.get("mtl_name", None) is None else self._load_config["mtl_name"],
            mtl_created_list=mtl_created,
        )
        material_path = mtl_created[0]

        # Move prim to desired location
        omni.kit.commands.execute("MovePrim", path_from=material_path, path_to=self._prim_path)

        # Return generated material
        return get_prim_at_path(self._prim_path)

    def _post_load(self):
        # run super first
        super()._post_load()

        # Generate shader reference
        self._shader = get_shader_from_material(self._prim)

    def bind(self, target_prim_path):
        """
        Bind this material to an arbitrary prim (usually a visual mesh prim)

        Args:
            target_prim_path (str): prim path of the Prim to bind to
        """
        bind_material(prim_path=target_prim_path, material_path=self.prim_path)

    async def _load_mdl_parameters(self):
        """
        Loads MDL parameters internally so they can be accessed by our class instance
        """
        og.sim.render()
        await omni.usd.get_context().load_mdl_parameters_for_prim_async(self._shader)

    def shader_force_populate(self):
        """
        Force populate inputs and outputs of the shader
        """
        assert self._shader is not None
        asyncio.run(self._load_mdl_parameters())

    def shader_update_asset_paths_with_root_path(self, root_path):
        """
        Similar to @shader_update_asset_paths, except in this case, root_path is explicitly provided by the caller.

        Args:
            root_path (str): root to be pre-appended to the original asset paths
        """

        for inp_name in self.shader_input_names_by_type("SdfAssetPath"):
            inp = self.get_input(inp_name)
            # If the input doesn't have any path, skip
            if inp is None:
                continue

            original_path = inp.path if inp.resolvedPath == "" else inp.resolvedPath
            # If the input has an empty path, skip
            if original_path == "":
                continue

            new_path = os.path.join(root_path, original_path)
            self.set_input(inp_name, new_path)

    def get_input(self, inp):
        """
        Grabs the input with corresponding name @inp associated with this material and shader

        Args:
            inp (str): Name of the shader input whose value will be grabbed

        Returns:
            any: value of the requested @inp
        """
        return self._shader.GetInput(inp).Get()

    def set_input(self, inp, val):
        """
        Sets the input with corresponding name @inp associated with this material and shader

        Args:
            inp (str): Name of the shader input whose value will be set
            val (any): Value to set for the input. This should be the valid type for that attribute.
        """
        # Make sure the input exists first, so we avoid segfaults with "invalid null prim"
        assert inp in self.shader_input_names, \
            f"Got invalid shader input to set! Current inputs are: {self.shader_input_names}. Got: {inp}"
        self._shader.GetInput(inp).Set(val)

    @property
    def shader(self):
        """
        Returns:
            Usd.Shade: Shader associated with this material
        """
        return self._shader

    @property
    def shader_input_names(self):
        """
        Returns:
            set: All the shader input names associated with this material
        """
        return {inp.GetBaseName() for inp in self._shader.GetInputs()}

    def shader_input_names_by_type(self, input_type):
        """
        Args:
            input_type (str): input type

        Returns:
            set: All the shader input names associated with this material that match the given input type
        """
        return {inp.GetBaseName() for inp in self._shader.GetInputs() if inp.GetTypeName().cppTypeName == input_type}

    @property
    def diffuse_color_constant(self):
        """
        Returns:
            3-array: this material's applied (R,G,B) color
        """
        return np.array(self.get_input(inp="diffuse_color_constant"))

    @diffuse_color_constant.setter
    def diffuse_color_constant(self, color):
        """
        Args:
             color (3-array): this material's applied (R,G,B) color
        """
        self.set_input(inp="diffuse_color_constant", val=Gf.Vec3f(*np.array(color, dtype=float)))

    @property
    def diffuse_texture(self):
        """
        Returns:
            str: this material's applied diffuse_texture filepath
        """
        return self.get_input(inp="diffuse_texture").resolvedPath

    @diffuse_texture.setter
    def diffuse_texture(self, fpath):
        """
        Args:
            str: this material's applied diffuse_texture filepath
        """
        self.set_input(inp="diffuse_texture", val=Sdf.AssetPath(fpath))

    @property
    def albedo_desaturation(self):
        """
        Returns:
            float: this material's applied albedo_desaturation
        """
        return self.get_input(inp="albedo_desaturation")

    @albedo_desaturation.setter
    def albedo_desaturation(self, desaturation):
        """
        Args:
             desaturation (float): this material's applied albedo_desaturation
        """
        self.set_input(inp="albedo_desaturation", val=desaturation)

    @property
    def albedo_add(self):
        """
        Returns:
            float: this material's applied albedo_add
        """
        return self.get_input(inp="albedo_add")

    @albedo_add.setter
    def albedo_add(self, add):
        """
        Args:
             add (float): this material's applied albedo_add
        """
        self.set_input(inp="albedo_add", val=add)

    @property
    def albedo_brightness(self):
        """
        Returns:
            float: this material's applied albedo_brightness
        """
        return self.get_input(inp="albedo_brightness")

    @albedo_brightness.setter
    def albedo_brightness(self, brightness):
        """
        Args:
             brightness (float): this material's applied albedo_brightness
        """
        self.set_input(inp="albedo_brightness", val=brightness)

    @property
    def diffuse_tint(self):
        """
        Returns:
            3-array: this material's applied (R,G,B) diffuse_tint
        """
        return np.array(self.get_input(inp="diffuse_tint"))

    @diffuse_tint.setter
    def diffuse_tint(self, color):
        """
        Args:
             color (3-array): this material's applied (R,G,B) diffuse_tint
        """
        self.set_input(inp="diffuse_tint", val=Gf.Vec3f(*np.array(color, dtype=float)))

    @property
    def reflection_roughness_constant(self):
        """
        Returns:
            float: this material's applied reflection_roughness_constant
        """
        return self.get_input(inp="reflection_roughness_constant")

    @reflection_roughness_constant.setter
    def reflection_roughness_constant(self, roughness):
        """
        Args:
             roughness (float): this material's applied reflection_roughness_constant
        """
        self.set_input(inp="reflection_roughness_constant", val=roughness)

    @property
    def reflection_roughness_texture_influence(self):
        """
        Returns:
            float: this material's applied reflection_roughness_texture_influence
        """
        return self.get_input(inp="reflection_roughness_texture_influence")

    @reflection_roughness_texture_influence.setter
    def reflection_roughness_texture_influence(self, prop):
        """
        Args:
             prop (float): this material's applied reflection_roughness_texture_influence proportion
        """
        self.set_input(inp="reflection_roughness_texture_influence", val=prop)

    @property
    def reflectionroughness_texture(self):
        """
        Returns:
            None or str: this material's applied reflectionroughness_texture fpath if there is a texture applied, else
                None
        """
        inp = self.get_input(inp="reflectionroughness_texture")
        return None if inp is None else inp.resolvedPath

    @reflectionroughness_texture.setter
    def reflectionroughness_texture(self, fpath):
        """
        Args:
             fpath (str): this material's applied reflectionroughness_texture fpath
        """
        self.set_input(inp="reflectionroughness_texture", val=Sdf.AssetPath(fpath))

    @property
    def metallic_constant(self):
        """
        Returns:
            float: this material's applied metallic_constant
        """
        return self.get_input(inp="metallic_constant")

    @metallic_constant.setter
    def metallic_constant(self, constant):
        """
        Args:
             constant (float): this material's applied metallic_constant
        """
        self.set_input(inp="metallic_constant", val=constant)

    @property
    def metallic_texture_influence(self):
        """
        Returns:
            float: this material's applied metallic_texture_influence
        """
        return self.get_input(inp="metallic_texture_influence")

    @metallic_texture_influence.setter
    def metallic_texture_influence(self, prop):
        """
        Args:
             prop (float): this material's applied metallic_texture_influence
        """
        self.set_input(inp="metallic_texture_influence", val=prop)

    @property
    def metallic_texture(self):
        """
        Returns:
            None or str: this material's applied metallic_texture fpath if there is a texture applied, else
                None
        """
        inp = self.get_input(inp="metallic_texture")
        return None if inp is None else inp.resolvedPath

    @metallic_texture.setter
    def metallic_texture(self, fpath):
        """
        Args:
             fpath (str): this material's applied metallic_texture fpath
        """
        self.set_input(inp="metallic_texture", val=Sdf.AssetPath(fpath))

    @property
    def specular_level(self):
        """
        Returns:
            float: this material's applied specular_level
        """
        return self.get_input(inp="specular_level")

    @specular_level.setter
    def specular_level(self, level):
        """
        Args:
             level (float): this material's applied specular_level
        """
        self.set_input(inp="specular_level", val=level)

    @property
    def enable_ORM_texture(self):
        """
        Returns:
            bool: this material's applied enable_ORM_texture
        """
        return self.get_input(inp="enable_ORM_texture")

    @enable_ORM_texture.setter
    def enable_ORM_texture(self, enabled):
        """
        Args:
             enabled (bool): this material's applied enable_ORM_texture
        """
        self.set_input(inp="enable_ORM_texture", val=enabled)

    @property
    def ORM_texture(self):
        """
        Returns:
            None or str: this material's applied ORM_texture fpath if there is a texture applied, else
                None
        """
        inp = self.get_input(inp="ORM_texture")
        return None if inp is None else inp.resolvedPath

    @ORM_texture.setter
    def ORM_texture(self, fpath):
        """
        Args:
             fpath (str): this material's applied ORM_texture fpath
        """
        self.set_input(inp="ORM_texture", val=Sdf.AssetPath(fpath))

    @property
    def ao_to_diffuse(self):
        """
        Returns:
            float: this material's applied ao_to_diffuse
        """
        return self.get_input(inp="ao_to_diffuse")

    @ao_to_diffuse.setter
    def ao_to_diffuse(self, val):
        """
        Args:
             val (float): this material's applied ao_to_diffuse
        """
        self.set_input(inp="ao_to_diffuse", val=val)

    @property
    def ao_texture(self):
        """
        Returns:
            None or str: this material's applied ao_texture fpath if there is a texture applied, else
                None
        """
        inp = self.get_input(inp="ao_texture")
        return None if inp is None else inp.resolvedPath

    @ao_texture.setter
    def ao_texture(self, fpath):
        """
        Args:
             fpath (str): this material's applied ao_texture fpath
        """
        self.set_input(inp="ao_texture", val=Sdf.AssetPath(fpath))

    @property
    def enable_emission(self):
        """
        Returns:
            bool: this material's applied enable_emission
        """
        return self.get_input(inp="enable_emission")

    @enable_emission.setter
    def enable_emission(self, enabled):
        """
        Args:
             enabled (bool): this material's applied enable_emission
        """
        self.set_input(inp="enable_emission", val=enabled)

    @property
    def emissive_color(self):
        """
        Returns:
            3-array: this material's applied (R,G,B) emissive_color
        """
        return np.array(self.get_input(inp="emissive_color"))

    @emissive_color.setter
    def emissive_color(self, color):
        """
        Args:
             color (3-array): this material's applied emissive_color
        """
        self.set_input(inp="emissive_color", val=Gf.Vec3f(*np.array(color, dtype=float)))

    @property
    def emissive_color_texture(self):
        """
        Returns:
            None or str: this material's applied emissive_color_texture fpath if there is a texture applied, else
                None
        """
        inp = self.get_input(inp="emissive_color_texture")
        return None if inp is None else inp.resolvedPath

    @emissive_color_texture.setter
    def emissive_color_texture(self, fpath):
        """
        Args:
             fpath (str): this material's applied emissive_color_texture fpath
        """
        self.set_input(inp="emissive_color_texture", val=Sdf.AssetPath(fpath))

    @property
    def emissive_mask_texture(self):
        """
        Returns:
            None or str: this material's applied emissive_mask_texture fpath if there is a texture applied, else
                None
        """
        inp = self.get_input(inp="emissive_mask_texture")
        return None if inp is None else inp.resolvedPath

    @emissive_mask_texture.setter
    def emissive_mask_texture(self, fpath):
        """
        Args:
             fpath (str): this material's applied emissive_mask_texture fpath
        """
        self.set_input(inp="emissive_mask_texture", val=Sdf.AssetPath(fpath))

    @property
    def emissive_intensity(self):
        """
        Returns:
            float: this material's applied emissive_intensity
        """
        return self.get_input(inp="emissive_intensity")

    @emissive_intensity.setter
    def emissive_intensity(self, intensity):
        """
        Args:
             intensity (float): this material's applied emissive_intensity
        """
        self.set_input(inp="emissive_intensity", val=intensity)

    @property
    def enable_opacity(self):
        """
        Returns:
            bool: this material's applied enable_opacity
        """
        return self.get_input(inp="enable_opacity")

    @enable_opacity.setter
    def enable_opacity(self, enabled):
        """
        Args:
             enabled (bool): this material's applied enable_opacity
        """
        self.set_input(inp="enable_opacity", val=enabled)

    @property
    def enable_opacity_texture(self):
        """
        Returns:
            bool: this material's applied enable_opacity_texture
        """
        return self.get_input(inp="enable_opacity_texture")

    @enable_opacity_texture.setter
    def enable_opacity_texture(self, enabled):
        """
        Args:
             enabled (bool): this material's applied enable_opacity_texture
        """
        self.set_input(inp="enable_opacity_texture", val=enabled)

    @property
    def opacity_constant(self):
        """
        Returns:
            float: this material's applied opacity_constant
        """
        return self.get_input(inp="opacity_constant")

    @opacity_constant.setter
    def opacity_constant(self, constant):
        """
        Args:
             constant (float): this material's applied opacity_constant
        """
        self.set_input(inp="opacity_constant", val=constant)

    @property
    def opacity_texture(self):
        """
        Returns:
            None or str: this material's applied opacity_texture fpath if there is a texture applied, else
                None
        """
        inp = self.get_input(inp="opacity_texture")
        return None if inp is None else inp.resolvedPath

    @opacity_texture.setter
    def opacity_texture(self, fpath):
        """
        Args:
             fpath (str): this material's applied opacity_texture fpath
        """
        self.set_input(inp="opacity_texture", val=Sdf.AssetPath(fpath))

    @property
    def opacity_mode(self):
        """
        Returns:
            int: this material's applied opacity_mode
        """
        return self.get_input(inp="opacity_mode")

    @opacity_mode.setter
    def opacity_mode(self, mode):
        """
        Args:
             mode (int): this material's applied opacity_mode
        """
        self.set_input(inp="opacity_mode", val=mode)

    @property
    def opacity_threshold(self):
        """
        Returns:
            float: this material's applied opacity_threshold
        """
        return self.get_input(inp="opacity_threshold")

    @opacity_threshold.setter
    def opacity_threshold(self, threshold):
        """
        Args:
             threshold (float): this material's applied opacity_threshold
        """
        self.set_input(inp="opacity_threshold", val=threshold)

    @property
    def bump_factor(self):
        """
        Returns:
            float: this material's applied bump_factor
        """
        return self.get_input(inp="bump_factor")

    @bump_factor.setter
    def bump_factor(self, factor):
        """
        Args:
             factor (float): this material's applied bump_factor
        """
        self.set_input(inp="bump_factor", val=factor)

    @property
    def normalmap_texture(self):
        """
        Returns:
            None or str: this material's applied normalmap_texture fpath if there is a texture applied, else
                None
        """
        inp = self.get_input(inp="normalmap_texture")
        return None if inp is None else inp.resolvedPath

    @normalmap_texture.setter
    def normalmap_texture(self, fpath):
        """
        Args:
             fpath (str): this material's applied normalmap_texture fpath
        """
        self.set_input(inp="normalmap_texture", val=Sdf.AssetPath(fpath))

    @property
    def detail_bump_factor(self):
        """
        Returns:
            float: this material's applied detail_bump_factor
        """
        return self.get_input(inp="detail_bump_factor")

    @detail_bump_factor.setter
    def detail_bump_factor(self, factor):
        """
        Args:
             factor (float): this material's applied detail_bump_factor
        """
        self.set_input(inp="detail_bump_factor", val=factor)

    @property
    def detail_normalmap_texture(self):
        """
        Returns:
            None or str: this material's applied detail_normalmap_texture fpath if there is a texture applied, else
                None
        """
        inp = self.get_input(inp="detail_normalmap_texture")
        return None if inp is None else inp.resolvedPath

    @detail_normalmap_texture.setter
    def detail_normalmap_texture(self, fpath):
        """
        Args:
             fpath (str): this material's applied detail_normalmap_texture fpath
        """
        self.set_input(inp="detail_normalmap_texture", val=Sdf.AssetPath(fpath))

    @property
    def flip_tangent_u(self):
        """
        Returns:
            bool: this material's applied flip_tangent_u
        """
        return self.get_input(inp="flip_tangent_u")

    @flip_tangent_u.setter
    def flip_tangent_u(self, flipped):
        """
        Args:
             flipped (bool): this material's applied flip_tangent_u
        """
        self.set_input(inp="flip_tangent_u", val=flipped)

    @property
    def flip_tangent_v(self):
        """
        Returns:
            bool: this material's applied flip_tangent_v
        """
        return self.get_input(inp="flip_tangent_v")

    @flip_tangent_v.setter
    def flip_tangent_v(self, flipped):
        """
        Args:
             flipped (bool): this material's applied flip_tangent_v
        """
        self.set_input(inp="flip_tangent_v", val=flipped)

    @property
    def project_uvw(self):
        """
        Returns:
            bool: this material's applied project_uvw
        """
        return self.get_input(inp="project_uvw")

    @project_uvw.setter
    def project_uvw(self, projected):
        """
        Args:
             projected (bool): this material's applied project_uvw
        """
        self.set_input(inp="project_uvw", val=projected)

    @property
    def world_or_object(self):
        """
        Returns:
            bool: this material's applied world_or_object
        """
        return self.get_input(inp="world_or_object")

    @world_or_object.setter
    def world_or_object(self, val):
        """
        Args:
             val (bool): this material's applied world_or_object
        """
        self.set_input(inp="world_or_object", val=val)

    @property
    def uv_space_index(self):
        """
        Returns:
            int: this material's applied uv_space_index
        """
        return self.get_input(inp="uv_space_index")

    @uv_space_index.setter
    def uv_space_index(self, index):
        """
        Args:
             index (int): this material's applied uv_space_index
        """
        self.set_input(inp="uv_space_index", val=index)

    @property
    def texture_translate(self):
        """
        Returns:
            2-array: this material's applied texture_translate
        """
        return np.array(self.get_input(inp="texture_translate"))

    @texture_translate.setter
    def texture_translate(self, translate):
        """
        Args:
             translate (2-array): this material's applied (x,y) texture_translate
        """
        self.set_input(inp="texture_translate", val=Gf.Vec2f(*np.array(translate, dtype=float)))

    @property
    def texture_rotate(self):
        """
        Returns:
            float: this material's applied texture_rotate
        """
        return self.get_input(inp="texture_rotate")

    @texture_rotate.setter
    def texture_rotate(self, rotate):
        """
        Args:
             rotate (float): this material's applied texture_rotate
        """
        self.set_input(inp="texture_rotate", val=rotate)

    @property
    def texture_scale(self):
        """
        Returns:
            2-array: this material's applied texture_scale
        """
        return np.array(self.get_input(inp="texture_scale"))

    @texture_scale.setter
    def texture_scale(self, scale):
        """
        Args:
             scale (2-array): this material's applied (x,y) texture_scale
        """
        self.set_input(inp="texture_scale", val=Gf.Vec2f(*np.array(scale, dtype=float)))

    @property
    def detail_texture_translate(self):
        """
        Returns:
            2-array: this material's applied detail_texture_translate
        """
        return np.array(self.get_input(inp="detail_texture_translate"))

    @detail_texture_translate.setter
    def detail_texture_translate(self, translate):
        """
        Args:
             translate (2-array): this material's applied detail_texture_translate
        """
        self.set_input(inp="detail_texture_translate", val=Gf.Vec2f(*np.array(translate, dtype=float)))

    @property
    def detail_texture_rotate(self):
        """
        Returns:
            float: this material's applied detail_texture_rotate
        """
        return self.get_input(inp="detail_texture_rotate")

    @detail_texture_rotate.setter
    def detail_texture_rotate(self, rotate):
        """
        Args:
             rotate (float): this material's applied detail_texture_rotate
        """
        self.set_input(inp="detail_texture_rotate", val=rotate)

    @property
    def detail_texture_scale(self):
        """
        Returns:
            2-array: this material's applied detail_texture_scale
        """
        return np.array(self.get_input(inp="detail_texture_scale"))

    @detail_texture_scale.setter
    def detail_texture_scale(self, scale):
        """
        Args:
             scale (2-array): this material's applied detail_texture_scale
        """
        self.set_input(inp="detail_texture_scale", val=Gf.Vec2f(*np.array(scale, dtype=float)))

    @property
    def exclude_from_white_mode(self):
        """
        Returns:
            bool: this material's applied excludeFromWhiteMode
        """
        return self.get_input(inp="excludeFromWhiteMode")

    @exclude_from_white_mode.setter
    def exclude_from_white_mode(self, exclude):
        """
        Args:
             exclude (bool): this material's applied excludeFromWhiteMode
        """
        self.set_input(inp="excludeFromWhiteMode", val=exclude)

    @property
    def diffuse_reflection_weight(self):
        """
        Returns:
            float: this material's applied diffuse_reflection_weight
        """
        return self.get_input(inp="diffuse_reflection_weight")

    @diffuse_reflection_weight.setter
    def diffuse_reflection_weight(self, weight):
        """
        Args:
             weight (float): this material's applied diffuse_reflection_weight
        """
        self.set_input(inp="diffuse_reflection_weight", val=weight)

    @property
    def enable_specular_transmission(self):
        """
        Returns:
            bool: this material's applied enable_specular_transmission
        """
        return self.get_input(inp="enable_specular_transmission")

    @enable_specular_transmission.setter
    def enable_specular_transmission(self, enabled):
        """
        Args:
             enabled (bool): this material's applied enable_specular_transmission
        """
        self.set_input(inp="enable_specular_transmission", val=enabled)

    @property
    def specular_transmission_weight(self):
        """
        Returns:
            float: this material's applied specular_transmission_weight
        """
        return self.get_input(inp="specular_transmission_weight")

    @specular_transmission_weight.setter
    def specular_transmission_weight(self, weight):
        """
        Args:
             weight (float): this material's applied specular_transmission_weight
        """
        self.set_input(inp="specular_transmission_weight", val=weight)

    @property
    def diffuse_reflection_color(self):
        """
        Returns:
            3-array: this material's diffuse_reflection_color in (R,G,B)
        """
        return np.array(self.get_input(inp="diffuse_reflection_color"))

    @diffuse_reflection_color.setter
    def diffuse_reflection_color(self, color):
        """
        Args:
             color (3-array): this material's diffuse_reflection_color in (R,G,B)
        """
        self.set_input(inp="diffuse_reflection_color", val=Gf.Vec3f(*np.array(color, dtype=float)))

    @property
    def specular_reflection_color(self):
        """
        Returns:
            3-array: this material's specular_reflection_color in (R,G,B)
        """
        return np.array(self.get_input(inp="specular_reflection_color"))

    @specular_reflection_color.setter
    def specular_reflection_color(self, color):
        """
        Args:
             color (3-array): this material's specular_reflection_color in (R,G,B)
        """
        self.set_input(inp="specular_reflection_color", val=Gf.Vec3f(*np.array(color, dtype=float)))

    @property
    def specular_transmission_color(self):
        """
        Returns:
            3-array: this material's specular_transmission_color in (R,G,B)
        """
        return np.array(self.get_input(inp="specular_transmission_color"))

    @specular_transmission_color.setter
    def specular_transmission_color(self, color):
        """
        Args:
             color (3-array): this material's specular_transmission_color in (R,G,B)
        """
        self.set_input(inp="specular_transmission_color", val=Gf.Vec3f(*np.array(color, dtype=float)))

    @property
    def specular_transmission_scattering_color(self):
        """
        Returns:
            3-array: this material's specular_transmission_scattering_color in (R,G,B)
        """
        return np.array(self.get_input(inp="specular_transmission_scattering_color"))

    @specular_transmission_scattering_color.setter
    def specular_transmission_scattering_color(self, color):
        """
        Args:
             color (3-array): this material's specular_transmission_scattering_color in (R,G,B)
        """
        self.set_input(inp="specular_transmission_scattering_color", val=Gf.Vec3f(*np.array(color, dtype=float)))

ORM_texture property writable

Returns:

Type Description

None or str: this material's applied ORM_texture fpath if there is a texture applied, else None

albedo_add property writable

Returns:

Name Type Description
float

this material's applied albedo_add

albedo_brightness property writable

Returns:

Name Type Description
float

this material's applied albedo_brightness

albedo_desaturation property writable

Returns:

Name Type Description
float

this material's applied albedo_desaturation

ao_texture property writable

Returns:

Type Description

None or str: this material's applied ao_texture fpath if there is a texture applied, else None

ao_to_diffuse property writable

Returns:

Name Type Description
float

this material's applied ao_to_diffuse

bump_factor property writable

Returns:

Name Type Description
float

this material's applied bump_factor

detail_bump_factor property writable

Returns:

Name Type Description
float

this material's applied detail_bump_factor

detail_normalmap_texture property writable

Returns:

Type Description

None or str: this material's applied detail_normalmap_texture fpath if there is a texture applied, else None

detail_texture_rotate property writable

Returns:

Name Type Description
float

this material's applied detail_texture_rotate

detail_texture_scale property writable

Returns:

Type Description

2-array: this material's applied detail_texture_scale

detail_texture_translate property writable

Returns:

Type Description

2-array: this material's applied detail_texture_translate

diffuse_color_constant property writable

Returns:

Type Description

3-array: this material's applied (R,G,B) color

diffuse_reflection_color property writable

Returns:

Type Description

3-array: this material's diffuse_reflection_color in (R,G,B)

diffuse_reflection_weight property writable

Returns:

Name Type Description
float

this material's applied diffuse_reflection_weight

diffuse_texture property writable

Returns:

Name Type Description
str

this material's applied diffuse_texture filepath

diffuse_tint property writable

Returns:

Type Description

3-array: this material's applied (R,G,B) diffuse_tint

emissive_color property writable

Returns:

Type Description

3-array: this material's applied (R,G,B) emissive_color

emissive_color_texture property writable

Returns:

Type Description

None or str: this material's applied emissive_color_texture fpath if there is a texture applied, else None

emissive_intensity property writable

Returns:

Name Type Description
float

this material's applied emissive_intensity

emissive_mask_texture property writable

Returns:

Type Description

None or str: this material's applied emissive_mask_texture fpath if there is a texture applied, else None

enable_ORM_texture property writable

Returns:

Name Type Description
bool

this material's applied enable_ORM_texture

enable_emission property writable

Returns:

Name Type Description
bool

this material's applied enable_emission

enable_opacity property writable

Returns:

Name Type Description
bool

this material's applied enable_opacity

enable_opacity_texture property writable

Returns:

Name Type Description
bool

this material's applied enable_opacity_texture

enable_specular_transmission property writable

Returns:

Name Type Description
bool

this material's applied enable_specular_transmission

exclude_from_white_mode property writable

Returns:

Name Type Description
bool

this material's applied excludeFromWhiteMode

flip_tangent_u property writable

Returns:

Name Type Description
bool

this material's applied flip_tangent_u

flip_tangent_v property writable

Returns:

Name Type Description
bool

this material's applied flip_tangent_v

metallic_constant property writable

Returns:

Name Type Description
float

this material's applied metallic_constant

metallic_texture property writable

Returns:

Type Description

None or str: this material's applied metallic_texture fpath if there is a texture applied, else None

metallic_texture_influence property writable

Returns:

Name Type Description
float

this material's applied metallic_texture_influence

normalmap_texture property writable

Returns:

Type Description

None or str: this material's applied normalmap_texture fpath if there is a texture applied, else None

opacity_constant property writable

Returns:

Name Type Description
float

this material's applied opacity_constant

opacity_mode property writable

Returns:

Name Type Description
int

this material's applied opacity_mode

opacity_texture property writable

Returns:

Type Description

None or str: this material's applied opacity_texture fpath if there is a texture applied, else None

opacity_threshold property writable

Returns:

Name Type Description
float

this material's applied opacity_threshold

project_uvw property writable

Returns:

Name Type Description
bool

this material's applied project_uvw

reflection_roughness_constant property writable

Returns:

Name Type Description
float

this material's applied reflection_roughness_constant

reflection_roughness_texture_influence property writable

Returns:

Name Type Description
float

this material's applied reflection_roughness_texture_influence

reflectionroughness_texture property writable

Returns:

Type Description

None or str: this material's applied reflectionroughness_texture fpath if there is a texture applied, else None

shader property

Returns:

Type Description

Usd.Shade: Shader associated with this material

shader_input_names property

Returns:

Name Type Description
set

All the shader input names associated with this material

specular_level property writable

Returns:

Name Type Description
float

this material's applied specular_level

specular_reflection_color property writable

Returns:

Type Description

3-array: this material's specular_reflection_color in (R,G,B)

specular_transmission_color property writable

Returns:

Type Description

3-array: this material's specular_transmission_color in (R,G,B)

specular_transmission_scattering_color property writable

Returns:

Type Description

3-array: this material's specular_transmission_scattering_color in (R,G,B)

specular_transmission_weight property writable

Returns:

Name Type Description
float

this material's applied specular_transmission_weight

texture_rotate property writable

Returns:

Name Type Description
float

this material's applied texture_rotate

texture_scale property writable

Returns:

Type Description

2-array: this material's applied texture_scale

texture_translate property writable

Returns:

Type Description

2-array: this material's applied texture_translate

uv_space_index property writable

Returns:

Name Type Description
int

this material's applied uv_space_index

world_or_object property writable

Returns:

Name Type Description
bool

this material's applied world_or_object

bind(target_prim_path)

Bind this material to an arbitrary prim (usually a visual mesh prim)

Parameters:

Name Type Description Default
target_prim_path str

prim path of the Prim to bind to

required
Source code in prims/material_prim.py
def bind(self, target_prim_path):
    """
    Bind this material to an arbitrary prim (usually a visual mesh prim)

    Args:
        target_prim_path (str): prim path of the Prim to bind to
    """
    bind_material(prim_path=target_prim_path, material_path=self.prim_path)

get_input(inp)

Grabs the input with corresponding name @inp associated with this material and shader

Parameters:

Name Type Description Default
inp str

Name of the shader input whose value will be grabbed

required

Returns:

Name Type Description
any

value of the requested @inp

Source code in prims/material_prim.py
def get_input(self, inp):
    """
    Grabs the input with corresponding name @inp associated with this material and shader

    Args:
        inp (str): Name of the shader input whose value will be grabbed

    Returns:
        any: value of the requested @inp
    """
    return self._shader.GetInput(inp).Get()

set_input(inp, val)

Sets the input with corresponding name @inp associated with this material and shader

Parameters:

Name Type Description Default
inp str

Name of the shader input whose value will be set

required
val any

Value to set for the input. This should be the valid type for that attribute.

required
Source code in prims/material_prim.py
def set_input(self, inp, val):
    """
    Sets the input with corresponding name @inp associated with this material and shader

    Args:
        inp (str): Name of the shader input whose value will be set
        val (any): Value to set for the input. This should be the valid type for that attribute.
    """
    # Make sure the input exists first, so we avoid segfaults with "invalid null prim"
    assert inp in self.shader_input_names, \
        f"Got invalid shader input to set! Current inputs are: {self.shader_input_names}. Got: {inp}"
    self._shader.GetInput(inp).Set(val)

shader_force_populate()

Force populate inputs and outputs of the shader

Source code in prims/material_prim.py
def shader_force_populate(self):
    """
    Force populate inputs and outputs of the shader
    """
    assert self._shader is not None
    asyncio.run(self._load_mdl_parameters())

shader_input_names_by_type(input_type)

Parameters:

Name Type Description Default
input_type str

input type

required

Returns:

Name Type Description
set

All the shader input names associated with this material that match the given input type

Source code in prims/material_prim.py
def shader_input_names_by_type(self, input_type):
    """
    Args:
        input_type (str): input type

    Returns:
        set: All the shader input names associated with this material that match the given input type
    """
    return {inp.GetBaseName() for inp in self._shader.GetInputs() if inp.GetTypeName().cppTypeName == input_type}

shader_update_asset_paths_with_root_path(root_path)

Similar to @shader_update_asset_paths, except in this case, root_path is explicitly provided by the caller.

Parameters:

Name Type Description Default
root_path str

root to be pre-appended to the original asset paths

required
Source code in prims/material_prim.py
def shader_update_asset_paths_with_root_path(self, root_path):
    """
    Similar to @shader_update_asset_paths, except in this case, root_path is explicitly provided by the caller.

    Args:
        root_path (str): root to be pre-appended to the original asset paths
    """

    for inp_name in self.shader_input_names_by_type("SdfAssetPath"):
        inp = self.get_input(inp_name)
        # If the input doesn't have any path, skip
        if inp is None:
            continue

        original_path = inp.path if inp.resolvedPath == "" else inp.resolvedPath
        # If the input has an empty path, skip
        if original_path == "":
            continue

        new_path = os.path.join(root_path, original_path)
        self.set_input(inp_name, new_path)