Displaying the "full" material purpose/binding with usdview?

I was asked [1] to post here in case there’s something we’re missing, but is it possible to use usdview to switch between material purposes on an asset? Right now it seems to only display the “preview” or “allPurpose” bindings but there does not seem to be an, obvious, way of viewing “full”.

These material purposes (full/preview/allPurpose) are different than display purposes (render/proxy/guide) and would be selected independently. So neither usdview’s Complexity nor Display purpose options seem to affect this.

[1] Slack link to the wg-usd-assets thread:

I’m recategorizing as a Hydra issue because before we can do anything in usdview, render delegates like Storm need to pay attention to RenderSettings prims in the scene. AFAIK this is the only way to specify which material binding purposes you want the renderer to consult, in order; honoring RenderSettings prims is, I think, the direction we’d like to move towards, but we’re still finishing off Hydra 2. And then there’ll be some needed management/wiring in usdview itself.

So today, you’re stuck with whatever each render delegate hs decided its default should be. HdPrman, for example, will query the “full” bindings first, so if you have that installed, and you’re using PreviewSurface or MaterialX shading, hopefully it’ll work.

Ah, thanks for the confirmation that this is the case. I kind of suspected that it was just a bit of missing capability, though didn’t know it extended down into the delegates like that.

Related: "full" material binding not working with USDIMAGINGGL_ENGINE_ENABLE_SCENE_INDEX=1 · Issue #3320 · PixarAnimationStudios/OpenUSD · GitHub