Omniverse Material Templates#

Omniverse provides a set of template materials, including physically based glass, general-purpose multi-lobed materials suitable for both dielectric and non-dielectric applications, as well as specialized materials for skin, hair, and liquids. These templates also support subsurface scattering and transmissive effects where required. Additionally, Omniverse includes the USD UsdPreviewSurface for defining basic material appearances.

Not all templates are available by default. You can enable them per installation or per user. To enable templates per user, add the following lines to the user.toml file located in the kit/shared directory under the user’s home directory. This example enables all templates, as shown in the following image. Wild cards can be used to broaden the allow list, as noted.

[exts."omni.kit.material.library"]
ui_show_list = ["*Omni*", "*Sim*", "USD*"]

This code block can also be added to the kit application configuration file, located in the _build/<os-build-name>/release/apps directory. The file name is based on the initial setup of the Omniverse template application. For example, the Composer’s kit application configuration file might be named my_company.my_usd_composer.kit. Adding the code here enables the templates for all users of the application. To disable the templates, set the ui_show_list to an empty list.


Material List


#

Template Name

General Use Case

1

UsdPreviewSurface

Native MDL material based on Pixar’s UsdPreviewSurface Specification

2

OmniPBR

Multi-lobed physically based material for dielectric and non-dielectric materials

3

OmniPBR_Base [1]

A Material Graph friendly version of OmniPBR for use in building custom shading networks

4

OmniPBR_ClearCoat

Adds second glossy Bsdf to simulate a thin clear coating

5

OmniGlass

Transmissive, reflective, and refractive material

6

OmniEmissive

Simple emissive material.

7

OmniSurface

Multi-lobed physical material for modeling a wide variety of materials

8

OmniSurfaceBase [1]

A Material Graph friendly version of OmniSurface for use in building custom shading networks

11

OmniSurfaceBlend

Allows blending between two materials with masking

12

OmniSurfaceLite

Contains subset of OmniSurface and is designed to be more performant than the full implementation

13

OmniSurfaceLiteBase [1]

A Material Graph friendly version of OmniSurfaceLite for use in building custom shading networks

14

OmniHair

Hair material based on Disney’s Hair and Fur

15

OmniHairBase [1]

A Material Graph friendly version of OmniSurfaceHair for use in building custom shading networks