Here's a material from one of my test files. You might need to set the displace_in property
def Material "Mat_01"
{
token outputs:mdl:surface.connect = </World/Looks/Mat_01/Shader.outputs:out>
def Shader "Shader" (
kind = "Material"
)
{
uniform token info:implementationSource = "sourceAsset"
uniform asset info:mdl:sourceAsset = @./AperturePBR_Opacity.mdl@
uniform token info:mdl:sourceAsset:subIdentifier = "AperturePBR_Opacity"
asset inputs:diffuse_texture = @./textures/basecolor.dds@ (
colorSpace = "sRGB"
)
float inputs:displace_in = 0.05
asset inputs:height_texture = @./textures/height.dds@ (
colorSpace = "raw"
)
token outputs:out
asset inputs:normalmap_texture = @./textures/normal_OTH.dds@ (
colorSpace = "raw"
)
asset inputs:reflectionroughness_texture = @./textures/roughness.dds@ (
colorSpace = "raw"
)
}
}
Also be aware - older versions of the AperturePBR_Opacity.mdl files didn't have a height_texture, so if you open the usda in USD Composer and it's pointing to one of those older mdl files, USD composer will strip out the height_texture property. You should make sure you're using the latest runtime, take a USD capture, and use the MDL file generated from that new capture.