addEmissiveTextureToPbrMaterial#
Fully qualified name: usdex::rtx::addEmissiveTextureToPbrMaterial
- bool usdex::rtx::addEmissiveTextureToPbrMaterial(
- pxr::UsdShadeMaterial &material,
- const pxr::SdfAssetPath &texturePath,
- const float intensity = 1000.0f,
Adds an emissive texture to the PBR material.
It is expected that the material was created by
usdex::rtx::definePbrMaterial().Note
The material prim’s “EmissiveColor” input will be removed and replaced with “EmissiveTexture”. Due to the input removal this function should be used at initial authoring time rather than in a stronger layer.
- Parameters:
material – The UsdShadeMaterial prim to add the texture
texturePath – The SdfAssetPath to the texture file
intensity – The intensity of the emissive color
- Returns:
Whether or not the texture was added to the material