Prims
Selecting a prim in the sidebar hierarchy describes it in the Node tab. Which cards appear depends on what the prim is: a Mesh gets geometry cards, a Material gets shading cards, and a Scope gets neither.
Identity
The panel's title carries the prim's icon, its name, and a badge naming its typeName exactly as the file spells it. The badge is empty for a typeless def or an over. Under the title, an ancestry strip lists the prim's parents, root first, and each crumb selects that ancestor.
Geometry
A drawable prim gets a Geometry card reporting its point, face, and topology counts, its subdivision scheme, its orientation, and the primvars it carries. A Materials card beside it names the material bound to the prim and to each of its subsets.
A GeomSubset gets a card naming its family, its element type, and the number of elements it covers, followed by the material bound to it.
Instancing
A prim drawn by an instancer gets two cards. Instance Data lists the per-instance primvars that apply to this placement, and Instancing names the instancer, the prototype, and the placement count. Selecting one placement rather than the prim describes that placement's own transform; see Selecting.
Materials and shaders
A Material prim gets:
- Surface, listing its surface, displacement, and volume outputs per render context, so a material with both a MaterialX network and a
UsdPreviewSurfacefallback shows both. - Interface Inputs, listing the inputs the material exposes on its own interface.
- Bound By, listing the prims that bind it, each of which selects in the hierarchy.
A Shader prim gets:
- Shader, naming its
info:idand its authored inputs. - Shader Texture, for a texture reader, naming the asset it reads with its colour space, wrap modes, UV set, and channel selection.
- Node Graph, listing its connections to and from other prims in the network.
The Shading Network panel draws the whole resolved network as a graph, with texture previews on the nodes that read one and a control for including inputs that were never authored and inherit shader defaults.
Composition
The Source card names the composition arcs that brought the prim in, covering references, payloads, inherits, specializes, and variant selections, along with the layers that contribute opinions to it. A variant arc's target path carries its selections inline, and the card shows them.
Properties
The Properties card lists the prim's properties with their type, their value, and, per property, the layer stack that produced the value. A filter switches between:
- Authored, the default, showing only properties the file says something about, including relationships with targets.
- All, showing every property the prim's schema defines, most of them sitting at their fallback value.
A search field narrows the list further. The filter, the search text, and the card's expansion state survive a variant switch. The inline table stops rendering rows past 150 properties.
Textures
A texture file used by the stage appears once in the Materials tab's Textures pool, and each prim that reads it is one reading of that file. Because one image can be read by several prims with different colour spaces, wrap modes, UV sets, and channel selections, the pool row states the facts every reading agrees on once and names the reading wherever they disagree. The Node tab's Shader Texture card describes one reading at a time.
A UDIM set is pooled under one of its tiles, since the <UDIM> token never resolves to a file on its own, and the row names the tiles that were resolved.