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