Hi, I have a question regarding material workflows in Omniverse.
In Unreal Engine we can create Material Instances to override exposed parameters without duplicating the original material.
I found several forum posts from 2023 stating that Omniverse (Composer/Isaac Sim) did not support an equivalent feature at that time, and that users had to duplicate the MDL or create custom parameter bindings manually.
As of 2025, is there any officially supported feature or recommended workflow that provides “material instance–like” behavior in Omniverse?
Specifically, I’d like to know:
Does Composer or Isaac Sim now support parameter-instance materials similar to UE5 Material Instances?
If not, is there an updated workflow for creating lightweight parameter variations without duplicating the base MDL?
Are there any recent extensions, experimental features, or upcoming plans related to this?
Any guidance or documentation links would be greatly appreciated.
Omniverse still does not have a one-click, UE-style “Material Instance” asset type, but there is an officially recommended way to get instance‑like behavior using MDL‑driven materials plus USD overrides and bindings. Composer and Isaac Sim both rely on this pattern rather than introducing a separate “instance material” concept.omniverse.nvidia+1
Is there a UE-style Material Instance?
There is no dedicated “Material Instance” node type in Composer or Isaac Sim equivalent to UE5’s Material Instance asset as of late 2025.developer.nvidia+1
Instead, Omniverse leans on MDL (as the source of the base material) and USD’s composition/override system to specialize that base material per object or per layer.omniverse.nvidiayoutube
Recommended “instance-like” workflow
The current best practice is:
Author a base MDL material (e.g., OmniPBR or a custom MDL) that exposes the parameters you want to vary (colors, roughness, textures, etc.).youtubeomniverse.nvidia
In USD, create material prims that reference that MDL and override only the parameters you want to change on that prim; these USD‑level edits live “over” the MDL definition and act like instances with parameter overrides.github+1
Bind those specialized USD material prims to different geometry prims. Each prim can share the same MDL source, but have its own USD‑side parameter values, which is effectively the same as UE material instances from a user perspective.developer.nvidia+1
This gives you:
Shared shading logic and textures via the MDL file (one place to maintain the “master” material).youtubeomniverse.nvidia
Lightweight variations via USD overrides on individual material prims or layers, without duplicating the MDL itself.omniverse.nvidia
Composer / Isaac Sim specifics
Composer’s material graph and the MDL workflows documented under Omniverse Materials Workflows explicitly describe using MDL plus USD overrides and per‑prim attributes (via Primvar lookups, attribute brush, etc.) to drive variations, including per‑object and per‑vertex differences.youtubeomniverse.nvidia
Isaac Sim tutorials and SimReady best‑practice docs recommend the same approach: keep the “canonical” material in MDL, and use USD edits for project‑ or asset‑specific tweaks, understanding that any USD edit to a parameter becomes an “over” that takes precedence over MDL defaults.youtubeomniverse.nvidia
Updated / experimental directions
Recent materials documentation and SimReady guidelines are focused on clarifying this MDL+USD‑over pattern, not on introducing a separate Material Instance asset type.omniverse.nvidia+1
Developer forum answers from 2024–2025 still describe “instances” in terms of:
Reusing MDL modules and changing parameters at the USD layer.
Using primvars and the Attribute Brush to vary parameters per object or region without duplicating MDL graphs.developer.nvidiayoutube
There is no publicly announced extension or roadmap item that adds a UE‑style Material Instance asset in Omniverse as of late 2025; the official messaging is that MDL+USD overrides are the supported instance‑like mechanism.frontiersin+1
If you describe your exact variation pattern (for example “same OmniPBR, only base color and roughness differ per robot”), a concrete USD + MDL setup can be sketched that mirrors your UE material‑instance workflow as closely as possible within Omniverse.