material-base#
Code |
NVM.002 |
---|---|
Validator |
|
Compatibility |
rtx |
Tags |
✅ |
Summary#
Materials must specify a base material type
Description#
Materials bound to geometry prims with computed purpose “render” or “default” must have a non-visual material base property assigned to specify the base material type for non-visual sensor simulation.
Why is it required?#
Non-visual sensor simulation requires material properties. Material properties can be highly non-linear as a function of wavelength and therefore cannot be simply extrapolated from a visual material. The requirement for sensor simulation to have non-visual properties addresses these non-linearities.
Different materials have different sensor responses. This includes spectrally dependent electromagnetic and acoustic properties along with structural properties to define the non visual material behavior.
Base material type determines core sensor interaction behavior as a function of wavelength.
Examples#
# Invalid: No base material type specified
def Material "BadMaterial" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
token omni:simready:nonvisual:coating = "clearcoat"
}
# Valid: Base material type specified
def Material "GoodMaterial" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
token omni:simready:nonvisual:base = "aluminum"
token omni:simready:nonvisual:coating = "clearcoat"
}
How to comply#
Set omni:simready:nonvisual:base on materials
Use valid base material types:
Metals: aluminum, steel, oxidized_steel, iron, oxidized_iron, silver, brass, bronze, oxidized_Bronze_Patina, tin
Polymers: plastic, fiberglass, carbon_fiber, vinyl, plexiglass, pvc, nylon, polyester
Glass: clear_glass, frosted_glass, one_way_mirror, mirror, ceramic_glass
Other: asphalt, concrete, leaf_grass, dead_leaf_grass, rubber, wood, bark, cardboard, paper, fabric, skin, fur_hair, leather, marble, brick, stone, gravel, dirt, mud, water, salt_water, snow, ice, calibration_lambertian