isaaclab.sim.spawners.materials.visual_materials 源代码

# Copyright (c) 2022-2026, The Isaac Lab Project Developers (https://github.com/isaac-sim/IsaacLab/blob/main/CONTRIBUTORS.md).
# All rights reserved.
#
# SPDX-License-Identifier: BSD-3-Clause

from __future__ import annotations

import logging
from typing import TYPE_CHECKING

from omni.usd.commands import CreateMdlMaterialPrimCommand, CreateShaderPrimFromSdrCommand
from pxr import Usd, UsdShade

from isaaclab.sim.utils import clone, safe_set_attribute_on_usd_prim
from isaaclab.sim.utils.stage import get_current_stage
from isaaclab.utils.assets import NVIDIA_NUCLEUS_DIR

if TYPE_CHECKING:
    from . import visual_materials_cfg

# import logger
logger = logging.getLogger(__name__)


[文档] @clone def spawn_preview_surface(prim_path: str, cfg: visual_materials_cfg.PreviewSurfaceCfg) -> Usd.Prim: """Create a preview surface prim and override the settings with the given config. A preview surface is a physically-based surface that handles simple shaders while supporting both *specular* and *metallic* workflows. All color inputs are in linear color space (RGB). For more information, see the `documentation <https://openusd.org/release/spec_usdpreviewsurface.html>`__. The function calls the USD command `CreateShaderPrimFromSdrCommand`_ to create the prim. .. _CreateShaderPrimFromSdrCommand: https://docs.omniverse.nvidia.com/kit/docs/omni.usd/latest/omni.usd.commands/omni.usd.commands.CreateShaderPrimFromSdrCommand.html .. note:: This function is decorated with :func:`clone` that resolves prim path into list of paths if the input prim path is a regex pattern. This is done to support spawning multiple assets from a single and cloning the USD prim at the given path expression. Args: prim_path: The prim path or pattern to spawn the asset at. If the prim path is a regex pattern, then the asset is spawned at all the matching prim paths. cfg: The configuration instance. Returns: The created prim. Raises: ValueError: If a prim already exists at the given path. """ # get stage handle stage = get_current_stage() # spawn material if it doesn't exist. if not stage.GetPrimAtPath(prim_path).IsValid(): # note: we don't use Omniverse's CreatePreviewSurfaceMaterialPrimCommand # since it does not support USD stage as an argument. The created material # in that case is always the one from USD Context which makes it difficult to # handle scene creation on a custom stage. material_prim = UsdShade.Material.Define(stage, prim_path) if material_prim: shader_prim = CreateShaderPrimFromSdrCommand( parent_path=prim_path, identifier="UsdPreviewSurface", stage_or_context=stage, name="Shader", ).do() # bind the shader graph to the material if shader_prim: surface_out = shader_prim.GetOutput("surface") if surface_out: material_prim.CreateSurfaceOutput().ConnectToSource(surface_out) displacement_out = shader_prim.GetOutput("displacement") if displacement_out: material_prim.CreateDisplacementOutput().ConnectToSource(displacement_out) else: raise ValueError(f"Failed to create preview surface shader at path: '{prim_path}'.") else: raise ValueError(f"A prim already exists at path: '{prim_path}'.") # obtain prim prim = stage.GetPrimAtPath(f"{prim_path}/Shader") # check prim is valid if not prim.IsValid(): raise ValueError(f"Failed to create preview surface material at path: '{prim_path}'.") # apply properties cfg = cfg.to_dict() # type: ignore del cfg["func"] for attr_name, attr_value in cfg.items(): safe_set_attribute_on_usd_prim(prim, f"inputs:{attr_name}", attr_value, camel_case=True) return prim
[文档] @clone def spawn_from_mdl_file( prim_path: str, cfg: visual_materials_cfg.MdlFileCfg | visual_materials_cfg.GlassMdlCfg ) -> Usd.Prim: """Load a material from its MDL file and override the settings with the given config. NVIDIA's `Material Definition Language (MDL) <https://www.nvidia.com/en-us/design-visualization/technologies/material-definition-language/>`__ is a language for defining physically-based materials. The MDL file format is a binary format that can be loaded by Omniverse and other applications such as Adobe Substance Designer. To learn more about MDL, see the `documentation <https://docs.omniverse.nvidia.com/materials-and-rendering/latest/materials.html>`_. The function calls the USD command `CreateMdlMaterialPrim`_ to create the prim. .. _CreateMdlMaterialPrim: https://docs.omniverse.nvidia.com/kit/docs/omni.usd/latest/omni.usd.commands/omni.usd.commands.CreateMdlMaterialPrimCommand.html .. note:: This function is decorated with :func:`clone` that resolves prim path into list of paths if the input prim path is a regex pattern. This is done to support spawning multiple assets from a single and cloning the USD prim at the given path expression. Args: prim_path: The prim path or pattern to spawn the asset at. If the prim path is a regex pattern, then the asset is spawned at all the matching prim paths. cfg: The configuration instance. Returns: The created prim. Raises: ValueError: If a prim already exists at the given path. """ # get stage handle stage = get_current_stage() # spawn material if it doesn't exist. if not stage.GetPrimAtPath(prim_path).IsValid(): # extract material name from path material_name = cfg.mdl_path.split("/")[-1].split(".")[0] CreateMdlMaterialPrimCommand( mtl_url=cfg.mdl_path.format(NVIDIA_NUCLEUS_DIR=NVIDIA_NUCLEUS_DIR), mtl_name=material_name, mtl_path=prim_path, stage=stage, select_new_prim=False, ).do() else: raise ValueError(f"A prim already exists at path: '{prim_path}'.") # obtain prim prim = stage.GetPrimAtPath(f"{prim_path}/Shader") # check prim is valid if not prim.IsValid(): raise ValueError(f"Failed to create MDL material at path: '{prim_path}'.") # apply properties cfg = cfg.to_dict() # type: ignore del cfg["func"] del cfg["mdl_path"] for attr_name, attr_value in cfg.items(): safe_set_attribute_on_usd_prim(prim, f"inputs:{attr_name}", attr_value, camel_case=False) # return prim return prim