application-flow
High-level overview of a typical ovrtx application lifecycle. Use when user asks how to structure an ovrtx program, what the main…
Authoring non-visual material labels for sensor simulation. Use when user asks to assign lidar/radar/acoustic material semantics, choose nonvisual base materials, coatings, or attributes, debug material IDs, or bind sensor-facing USD materials.
$ npx -y skills add nvidia-omniverse/ovrtx --skill nonvisual-materials --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/nonvisual-materialsContext preview
The summary Claude sees to decide when to auto-load this skill.
Authoring non-visual material labels for sensor simulation. Use when user asks to assign lidar/radar/acoustic material semantics, choose nonvisual base materials, coatings, or attributes, debug material IDs, or bind sensor-facing USD materials.
# 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: nonvisual-materials description: > Authoring non-visual material labels for sensor simulation. Use when user asks to assign lidar/radar/acoustic material semantics, choose nonvisual base materials, coatings, or attributes, debug material IDs, or bind sensor-facing USD materials. license: LicenseRef-NvidiaProprietary author: NVIDIA ovrtx tags: - ovrtx - materials - sensors tools: - Read - Grep
Use this skill when the user asks to assign lidar/radar/acoustic material semantics, choose nonvisual base materials, coatings, or attributes, debug material IDs, or bind sensor-facing USD materials.
Resolve inputs in this order: existing repository files and referenced snippets, explicit user request, then broader agent context.
1. Identify the sensor modality, material prims, and nonvisual base/coating/attribute labels. 2. Read the matching USD source snippet before writing material metadata. 3. Preserve exact supported base material, coating, and attribute strings. 4. Keep visual material binding, nonvisual label authoring, and PointCloud `MaterialId` reading as separate steps unless the user asks for the full workflow. 5. When changing code, run the narrow docs test or example that owns the snippet whenever practical.
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Non-visual material labels let lidar, radar, and acoustic sensors map USD materials to sensor-return behavior. A visual shader is optional; the sensor semantics come from custom material attributes that encode a base material, coating, and optional attributes into a material ID.
> **Source:** `examples/python/radar/radar_example.usda` snippet `configure-nonvisual-materials`
> **Source:** `examples/c/radar/radar_example.usda` snippet `configure-nonvisual-materials`
Author the labels on the `Material` prim that geometry binds with `rel material:binding`. The base material is required. Coating and attributes are optional; use `none` for unlabeled surfaces.
Use the Omniverse SimReady attributes: `omni:simready:nonvisual:base` and `omni:simready:nonvisual:coating` are tokens; `omni:simready:nonvisual:attributes` is a token array.
Use these exact base material strings.
| Category | Materials | |---|---| | Default | `none` (0) | | Metals | `aluminum` (1), `steel` (2), `oxidized_steel` (3), `iron` (4), `oxidized_iron` (5), `silver` (6), `brass` (7), `bronze` (8), `oxidized_Bronze_Patina` (9), `tin` (10) | | Polymers | `plastic` (11), `fiberglass` (12), `carbon_fiber` (13), `vinyl` (14), `plexiglass` (15), `pvc` (16), `nylon` (17), `polyester` (18) | | Glass | `clear_glass` (19), `frosted_glass` (20), `one_way_mirror` (21), `mirror` (22), `ceramic_glass` (23) | | Other | `asphalt` (24), `concrete` (25), `leaf_grass` (26), `dead_leaf_grass` (27), `rubber` (28), `wood` (29), `bark` (30), `cardboard` (31), `paper` (32), `fabric` (33), `skin` (34), `fur_hair` (35), `leather` (36), `marble` (37), `brick` (38), `stone` (39), `gravel` (40), `dirt` (41), `mud` (42), `water` (43), `salt_water` (44), `snow` (45), `ice` (46), `calibration_lambertian` (47) |
`none` and `calibration_lambertian` map to `DefaultMaterial` behavior. Other base materials default to `CompositeMaterial` behavior.
| Coating | Index | Use | |---|---:|---| | `none` | 0 | Default, unlabeled, or unspecified coating. | | `paint` | 1 | Painted surface. | | `clearcoat` | 2 | Clear-coated surface. | | `paint_clearcoat` | 3 | Painted and clear-coated surface. | | `TBD` | 4-7 | Reserved for future use; do not select for authored content. |
Attributes are encoded as a bit field, so multiple attributes can be combined when the USD representation supports a list.
| Attribute | Index | Use | |---|---:|---| | `none` | 0 | Unspecified attribute. | | `emissive` | 1 | Energy-emitting surface. | | `retroreflective` | 2 | Retroreflective surface. | | `single_sided` | 4 | Single-sided surface for non-thin geometry. | | `visually_transparent` | 8 | Material is visually transparent. | | `TDB` | 16 | Reserved for future use; do not select for authored content. |
The material
ovrtx is a C and Python library for embedding Omniverse RTX sensor simulation and visualization directly into applications.
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