lightspeed.tool.material.core#

  • SPDX-FileCopyrightText: Copyright (c) 2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved.

  • SPDX-License-Identifier: Apache-2.0

  • Licensed under the Apache License, Version 2.0 (the “License”);

  • you may not use this file except in compliance with the License.

  • You may obtain a copy of the License at

  • https://www.apache.org/licenses/LICENSE-2.0

  • Unless required by applicable law or agreed to in writing, software

  • distributed under the License is distributed on an “AS IS” BASIS,

  • WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.

  • See the License for the specific language governing permissions and

  • limitations under the License.

class lightspeed.tool.material.core.ToolMaterialCore#

Bases: object

static anchor_reference_asset_path_to_layer(
ref: Reference,
intro_layer: Layer,
anchor_layer: Layer,
)#
static convert_materials(
prims: List[Prim],
mdl_file_name: str,
context_name: str = '',
)#
static copy_default_mat_reference() List[str]#
static create_new_material_override(
context_name: str,
desired_prim_path: str,
default_material_mdl_url: str,
default_material_mdl_name: str,
prim: Prim,
) bool#
static get_corresponding_usd_mat_from_mdl_path(
material_files,
mdl_path,
) str | None#
static get_mat_prim_from_usd(
material_file,
) Prim | None#
static get_materials_from_prim_paths(
prim_paths: List[str],
context_name: str = '',
)#
static get_shader_from_material(material: Prim)#
async static get_shader_subidentifier(
shader: Shader,
)#
static remove_material_override(
context_name: str,
prim: Prim,
) bool#
static set_new_mdl_to_shaders(
shaders,
material_prims,
stage,
mdl_path,
)#