Getting Started
Import from Scene
If you have a shader already set up on a mesh in your DCC, you can capture it directly into USL. No need to locate texture files manually. The plugin adds a shelf or toolbar button that sends the selected mesh’s shader straight to the importer.
How It Works
USL reads the shader network attached to your selected mesh, extracts the connected texture maps and settings, and opens the import window so you can name it and tag it before saving it to your library.
Importing a Shader from Your Scene
- In your DCC, select the mesh whose shader you want to capture
- Click the Import to USL button in the plugin shelf or toolbar
- The USL import window will open, pre-populated with the maps USL detected
- Fill in the details for your new shader:
| Field | Description |
|---|---|
| Name | The display name for the shader in your library |
| Category | Surface type (e.g. Metal, Fabric, Concrete), used for category browsing |
| Tags | Comma-separated keywords to make the shader searchable |
- Click Import. The shader is added to your library and available immediately
Where to Find the Button
| DCC | Location |
|---|---|
| Maya | USL shelf, Import to USL button |
| Blender | USL panel in the N-panel (sidebar), Import to USL |
| Houdini | USL shelf tool, Import to USL |
If you don’t see the shelf or panel, make sure the plugin is installed and active. See the Plugin Installation guide.
Notes
- Only the active material on the selected mesh is captured. If the mesh has multiple materials, select the mesh and make the target material active before importing.
- Texture file paths are resolved at import time. If your textures are on a network drive or have been moved, make sure they are accessible before running the import.
Next Steps
- Bulk Import → - Import a full folder of texture maps as a new shader
- Usage Guide → - Browse and push library materials into your DCC
- Plugin Installation → - Install or reinstall the bridge plugin