Non-Visual Sensor Material Attributes#
Overview#
This capability provides requirements for material attributes that enable accurate non-visual sensor simulation (such as radar, lidar, thermal imaging). These attributes define material properties that affect sensor response but are not visible to the human eye.
Note
This capability is only applicable to NVIDIA Omniverse RTX.
Summary#
All geometry prims with computed purpose “render” or “default” must have non-visual material properties assigned through bound materials
Non-visual material properties must be consistent with visual material properties
Non-visual material properties cannot be time-varying
Granularity#
Non-visual sensor attributes must exist on all visual material prims applied to a 3D asset, including all three predefined metadata properties based on the material substrate (e.g., metal, glass, rubber).
Important
There are a defined number of valid, measured values that can be applied to the base, coating and attributes properties. They can be found in this table.
USDA Sample#
Below is an example of how non-visual sensor attributes are authored on a material prim:
def Material "Aluminum" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
token omni:simready:nonvisual:base = "aluminum"
token omni:simready:nonvisual:coating = "paint"
token[] omni:simready:nonvisual:attributes = ["none"]
}
def Mesh "AluminumSurface" (
apiSchemas = ["MaterialBindingAPI"]
)
{
rel material:binding:full = </World/Looks/Aluminum>
}
Requirements#
Tags |
Summary |
Compatibility |
Validator |
---|---|---|---|
🔑 |
Materials must specify additional “non-visual” material attributes |
rtx |
|
✅ |
rtx |
||
✅ |
rtx |
||
✅ |
rtx |
||
✅ |
rtx |
||
✅ |
rtx |