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# UsdToKatana

This node lets you convert upstream USD data into Katana data for rendering or editing the scene using Katana’s range of Geolib nodes.

Note: The KatanaToUsd node converts Geolib data to USD data without the need to bake out layers, enabling you to handle multiple data types. Complete the USD “round-trip” alongside UsdToKatana node, so you can leverage Katana’s pre-existing artist tools and convert back to USD data afterwards if you so wish.

# Inputs

Connection Type | Connection Name | Function
input | in | The incoming scene graph data that the node will operate on or modify.

# Controls

Control (UI) | Default Value | Function
--- | --- | ---
deactivatePrims | enabled | Specify the prim path(s) below which all USD data is loaded (including the specified paths).
isolatePath | n/a | Load only the USD contents below this prim path.
motionSampleTimes | n/a | Specifies the motion sample times to load. The default behavior is no motion samples, and load only the current time 0.
instanceMode | expanded | When set to expanded, instances are loaded as though the children of parent primitives were there naturally. When set to sources and instances, parents of instanced primitives are created under a sibling of /world named /instances.
usePurposeBasedMaterialBinding | No | When enabled, it allows you to specify material bindings to be loaded in for objects with a purpose tag from the USD stage. When disabled, Katana will load in the whole USD scene with all material bindings resolved. Note: For more information, see USD Glossary: Purpose.
prePopulate | enabled | Enable to load all payloads and pre-populate the stage. (Assuming the entire stage will be needed). Enabling this is more efficient since USD can use its internal multithreading.
verbose | disabled | When enabled, the information generated during USD scenegraph generation is output to the command line.
evaluateUsdSkelBindings | enabled | Enable to apply skinning to each prim that is bound to a skeleton.