Shader Model
Chooses the shader model used by the USD material.
USD PBR shader builder
Builds or overrides a USD/MaterialX-style shader with diffuse/emissive color, workflow mode, metallic, roughness, clearcoat and opacity controls.
uShader provides a compact PBR-style material builder inside the USD graph. It is useful when a scene needs a straightforward shader without relying on a separate external material file.
Overview
uShader provides a compact PBR-style material builder inside the USD graph. It is useful when a scene needs a straightforward shader without relying on a separate external material file.
Think of uShader as a small look-development node for USD: define the base surface response, then assign or merge that shader into the stage before rendering.
Flow anatomy
The port structure shows how this node fits into a Fusion graph.
The resulting 3D scene or scene object.
Inspector
Start with these controls before reaching for more complicated workarounds.
Chooses the shader model used by the USD material.
Sets the RGB diffuse color of the USD shader.
Use channel-specific controls when the operation should not affect all components equally.
Sets the RGB emissive color of the USD shader.
Use channel-specific controls when the operation should not affect all components equally.
Chooses the available material workflow convention.
Controls metallic surface response.
Controls highlight spread and micro-surface roughness.
Adds and shapes a secondary coated reflection layer.
Sets overall material transparency.
Sets the threshold at which this part of the effect begins to respond.
Selects the Opacity Mode used by uShader.
Available choices include Transparent and Presence.
Packages the shader as an independent USD stage/layer.
Practical setup
Choose the shader model and workflow first.
Set Diffuse and optional Emissive color.
Balance Metallic and Roughness under representative lighting.
Add Clearcoat only when the surface needs a coated layer.
Configure opacity mode for transparent or cutout materials.
Render through uRenderer to validate backend support.
Examples
A uShader with high metallic and moderate roughness produces a simple metal-like surface.
Use Emissive Color for self-lit graphic elements in the USD scene.
Troubleshooting
Production notes
Related nodes