# Write Display Color to USD
It is possible to write per-shape color information so that Hydra delegates (such as Storm and NSI) can render colored shapes in the viewport. This is commonly referred as “Display Color”.
Besides Multiverse for Maya, other application, such as Unity and Unreal, are able to read display color information and use it their respective game engines.
Multiverse allows you to easily write Display Color information from any Maya
material Shading Group (
shadingEngine nodes) that is assign to your Maya
shapes. All you need to do is:
Set the display Color:
Write out the Display Color information from the Multiverse Write USD Asset UI:
Once the display color is written you can read back the asset in Maya and you
will see the display color in any Hydra rendering delegate, such as Storm or
NSI, additionally, if you MMB over an Item Name in MEOW, you will be able to see
primvars:displayColor primitive variable.
# Use as a Renderer Primvar
Primitive variable can be also read by the renderer, such as:
When writing the asset, if you also write “Hardware Shaders” (Which will create USD Preview Materials) they will take precedence over Display Color information when rendered in the viewport.
Additionally you can see it in Many other applications, such as Unity and Unreal Engine: