This is the usda file for the asset. There is a diffuse color listed in the Shader but it appears RealityKit only registers the default color of (0.18, 0.18, 0.18) (from here https://openusd.org/dev/spec_usdpreviewsurface.html)
(
defaultPrim = "Root"
upAxis = "Z"
)
def Xform "Root"
{
def Xform "Red_block" (
apiSchemas = ["PhysicsMassAPI", "PhysicsRigidBodyAPI", "PhysxRigidBodyAPI"]
)
{
float physics:mass = 1
bool physxRigidBody:disableGravity = 0
bool physxRigidBody:retainAccelerations = 0
token ui:displayGroup = "Material Graphs"
token ui:displayName = "Red_block"
int ui:order = 1024
float3 xformOp:rotateXYZ = (0, -0, 0)
float3 xformOp:scale = (1, 1, 1)
double3 xformOp:translate = (0, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"]
def "geometry"
{
def Cube "mesh" (
apiSchemas = ["PhysicsCollisionAPI", "PhysxCollisionAPI", "MaterialBindingAPI"]
)
{
rel material:binding = </Root/Red_block/geometry/material> (
bindMaterialAs = "strongerThanDescendants"
)
rel material:binding:physics = </Root/Red_block/geometry/material> (
bindMaterialAs = "strongerThanDescendants"
)
bool physics:collisionEnabled = 1
float physxCollision:contactOffset = 0.01
float physxCollision:restOffset = 0
double size = 0.05
quatd xformOp:orient = (1, 0, 0, 0)
double3 xformOp:scale = (1, 1, 1)
double3 xformOp:translate = (0, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"]
}
def Material "material" (
apiSchemas = ["PhysicsMaterialAPI", "PhysxMaterialAPI"]
)
{
token outputs:displacement.connect = </Root/Red_block/geometry/material/Shader.outputs:displacement>
token outputs:surface.connect = </Root/Red_block/geometry/material/Shader.outputs:surface>
float physics:dynamicFriction = 0.5
float physics:restitution = 0
float physics:staticFriction = 10
float physxMaterial:compliantContactDamping = 0
float physxMaterial:compliantContactStiffness = 0
uniform token physxMaterial:frictionCombineMode = "max"
uniform token physxMaterial:restitutionCombineMode = "min"
def Shader "Shader"
{
uniform token info:id = "UsdPreviewSurface"
float3 inputs:diffuseColor = (1, 0, 0)
float3 inputs:emissiveColor = (0, 0, 0)
int inputs:metallic = 0
float inputs:opacity = 1
float inputs:roughness = 0.5
token outputs:displacement
token outputs:surface
}
}
}
}
}