application-flow
High-level overview of a typical ovrtx application lifecycle. Use when user asks how to structure an ovrtx program, what the main…
Binding materials to prims at runtime. Use when user asks to assign a material, change a material, set material binding, or swap materials on a prim.
$ npx -y skills add nvidia-omniverse/ovrtx --skill binding-materials --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/binding-materialsContext preview
The summary Claude sees to decide when to auto-load this skill.
Binding materials to prims at runtime. Use when user asks to assign a material, change a material, set material binding, or swap materials on a prim.
# SPDX-FileCopyrightText: Copyright (c) 2026 NVIDIA CORPORATION & AFFILIATES. All rights reserved. # SPDX-License-Identifier: LicenseRef-NvidiaProprietary # # NVIDIA CORPORATION, its affiliates and licensors retain all intellectual # property and proprietary rights in and to this material, related # documentation and any modifications thereto. Any use, reproduction, # disclosure or distribution of this material and related documentation # without an express license agreement from NVIDIA CORPORATION or # its affiliates is strictly prohibited. name: binding-materials description: > Binding materials to prims at runtime. Use when user asks to assign a material, change a material, set material binding, or swap materials on a prim. license: LicenseRef-NvidiaProprietary author: NVIDIA ovrtx tags: - ovrtx - materials - bindings tools: - Read - Grep
Use this skill when the user asks to assign a material, change a material, set material binding, or swap materials on a prim.
Resolve inputs in this order: existing repository files and referenced snippets, explicit user request, then broader agent context.
1. Identify the geometry prims, target material prim, target language, and whether the bind happens in USD or through runtime APIs. 2. Read the matching Python or C/C++ source snippet before writing API usage. 3. Write the standard USD `material:binding` relationship on the geometry prim, using path-array helpers where required. 4. Keep material binding separate from sensor label authoring; combine with `nonvisual-materials` only when the request includes sensor material semantics. 5. When changing code, run the narrow docs test or example that owns the snippet whenever practical.
This skill has no scripts.
To change which material is applied to a prim at runtime, write the `material:binding` attribute as a path string pointing to the target material prim. In USD, `material:binding` is a relationship (array of paths), so use `write_array_attribute()` in Python or `ovrtx_set_path_attributes()` in C.
The material prim must already exist in the stage (e.g., loaded from USD). You write the absolute prim path of the material to the geometry prim that should receive it.
> **Source:** `tests/docs/python/test_base.py` snippet `doc-bind-material`
> **Source:** `tests/docs/c/test_base.cpp` snippet `doc-bind-material-c`
| Python | C | |--------|---| | `renderer.write_array_attribute(prim_paths, "material:binding", [["/path/to/material"]])` | `ovrtx_set_path_attributes(renderer, &prim_path, 1, "material:binding", &material_path)` |
ovrtx is a C and Python library for embedding Omniverse RTX sensor simulation and visualization directly into applications.
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