Need Help Adding Texture to Assets in NVIDIA Omniverse

Hi everyone,
I’m new to NVIDIA Omniverse and I’m having trouble adding textures to my assets.

Whenever I try to apply a texture, it doesn’t show up or doesn’t load correctly. I’m not sure if I’m missing a step or doing something wrong.

Could someone please guide me on the correct way to add textures to an asset in Omniverse?
Even a simple step‑by‑step explanation would really help.

Thanks in advance!

@sastha.chitra i am just another user, but here are a few things you could expand to help troubleshoot the issue:

  1. are you trying to apply a texture directly to an prim/object in the viewport? the correct approach might be to assign texture(s) to a material/shader before applying
  2. if you are using shaders/materials, which kind of shader/material are you using?
  3. is it a custom texture you are trying to use or a built-in texture from Omniverse?
  4. you mentioned it doesn’t show or doesn’t load correctly, could you provide a screenshot of what you are seeing in the viewport?

here’s one of many official tutorials from a few years ago pertaining to how materials work in OV that is still applicable in the latest version of KAT:

Hi there and thanks for posting. The most likely explanation for the lack of textures in your viewport is that you have prims (meshes) with no good UVs, so the texture scaling is not working. You can tell this, if the base color of the mesh changes to “roughly” the right color, but you just do not see the texture. This means that if you apply a “brick” texture, it is there but it is tiny. So if your prim was blue, but then it changed to roughly “brick color” but you do not see the brick detail, then likely this is the case.

You can make sure by first of all bringing in meshes with good UVs applied, or you can just change the texture scaling to something much larger. So the default is 1.0 x 1.0, but you may want to try 100 x 100 or 1000 x 1000 etc. We also have a dedicated option to override and engage UV textures.

Start by applying great ready-made materials from the material library. If those work great, then you need to make sure you are adding your own custom texture map correctly. If they do not work great, your meshes have a UV or normal problem.

Thank you for quick response.

Is there a way to change the color of an object “Cube or cylinder” to red color programmatically or manually?

Yes it is easy to change the color of an object, or better still, apply a red material or a blue material to an object with simple code.

import omni.usd
from pxr import UsdGeom, Gf

stage = omni.usd.get_context().get_stage()
prim = stage.GetPrimAtPath(“/World/Cube”)

geom = UsdGeom.Gprim(prim) # Cube, Sphere, Mesh, etc.
geom.CreateDisplayColorAttr().Set([Gf.Vec3f(1.0, 0.0, 0.0)]) # red