ronald_a
For example why does it only work if the material is parented under the "World" primitive?
jsmackI believe it's spelled ruthless, at least from my experience
USD is 'rootless'
jsmack
The material, camera, and target need to be able to find the coordsys, and they can't find it if they don't share a common ancestor
jsmack
Yes, use a USDCoordsys to create a reference coordinate system, then in the shader use that coordsys' name in a space parameter on one of the mtlx transform nodes or on the mtlx position directly.