User Interface

Omniverse Create features a modern style interface allowing the user to customize their interface based on the task at hand. The image above represents a typical (default) layout. This section is intended to give you a clear understanding of the interface elements and their intended purpose.


  1. Viewport Settings

  2. Camera Selection

  3. Shading Mode

  4. Element Visibility

  5. Current Layer

Viewpoint settings




Viewport Settings

Resets settings found in the panel to their default values

Camera Speed

When in fly mode, how fast does the camera move

Gamepad Camera Controller

Enables Gamepad for camera control

Grid Color

The color of the grid lines

Selection Color

The color for selected entities

Selection Width

How large the selection box is

Bounding Box

Color of bounding box

Gizmo Constant Scale

Scale of Gizmos using Constant

Gizmo Global Scale

Scale of Gizmos using Global

Gizmo Style

Use 2D or 3D icons

Bind Camera to Gamepad

Connects the viewport to the gamepad input

Render Resolution Multiplier

Allows you to up/downres your based off Render Resolution.

Render Resolution

Base Render Resolution

Selected Camera

  • Perspective

  • Top

  • Front

  • Right

Shading Mode

  • RTX Realtime

  • RTX Path-traced

  • Iray Photoreal

  • Iray Interactive

Show / Hide (Visibility) Menu (Video)

Wether on-screen assets or HUD elements, this menu gives users the ability to quickly show and hide a variety of elements.

Axis Indicator

Informs the user about the world orientation

FPS Indicator

Informs the user about the current framerate

Current Layer Indicator

Informs the user about the layer currently selected

Resolution Indicator

Displays the current resolution.

Transform Gizmo

Gizmo for transforms on the USD

Selection Outline

Outlines the currently selected entity or group of entities

Viewport Widgets

General Usage

  • Operates in World or Local space

  • Free move, constrained to a plane, constrained to an axis

  • Incremental adjustments via snap settings


  • widget_trans

  • User can adjust position on a constrained axis by selecting 1 of the 3 axis controls

  • User can can adjust position by selecting 1 of the 3 plane controls(squares)

  • User can free move in screen space by grabbing the centroid of the widget


  • widget_rot

  • User can adjust rotation on a constrained axis by selecting 1 of the 3 axis controls

  • User can free move in screen space by grabbing the centroid of the widget


  • widget_scale

  • User can adjust non-uniform scale on a constrained axis by selecting 1 of the 3 axis controls

  • User can uniformly scale by grabbing the centroid of the widget

Tool Bar



Menu Item


tb_sel_mod / tb_sel_prim

Select (Model / Primitive)

Allows user to pick select and object in the viewport.
This is also the default viewport mouse behavior.

tb_mv_glob / tb_mv_local

Move (Global / Local)

Instantiates a user widget that allows user to move a
selected object or group of objects


Rotate (Global / Local)

Instantiates a user widget that allows user to rotate
a selected object or group of objects



Instantiates a user widget that allows user to scale a
selected object or group of objects


Snap (enable/disable)

Sets snapping to specified increments or surface snap.


Select Mode

Toggles transform widgets between local and global
translation modes


  • Play

Start an animation


  • Stop

Stop an animation


Tools with a small triangle below their icon denotes additional options are available by right clicking the icon.

Snap Tool

The snap tool allows the user to “snap” to specific increments for exact rotations and alignments. To enable or disable snap, simply click the toolbar icon to toggle it back and forth. To edit the settings of the snap, simply right click the icon to set.

Snap Rollout


When you right click the Snap Tool, the Snap rollout appears.



Snap Settings

Opens the Settings Panel (See Below)

Increment Snap

When Snap to Increment is selected the increments used in Snap Settings are Used.

Face Snap

When Snap to Face is selected the selected object will snap to nearby faces.

Snap Settings


These options are relative only to Incremental Snap Mode and define the distance of each snap “jump”.



x/y/z Position

The number of units in Centimeters to use for Incrementing Snap Position

x/y/z Rotation

The number of degrees to use for Incrementing Snap Rotation


The number of scalar value to use for Incrementing Snap Scale

Note: The snap tool in Omniverse is a relative snapping tool. This means that the snap will be incremental to whatever your current position/rotation/scale is. For example, if you have an object rotated 1 degree then set snapping on for 90 degree increments, the rotation will be 91, 181, 271, etc.


Tabbed windows can be docked anywhere in the user interface (UI)

  1. Panel Being Dragged (See Note Below)

  2. Panels Original location

  3. Acceptable Docking Location(s)


A tab can be “torn-off” and moved to another panel or window by click-hold-drag on the tabs title-bar and dragging it to another location or UI pane.

Grab Handles

A grab handle in the UI designates something that can be adjusted by the user

  1. Grab Handle

Grab Handles are “invisible” UI Element dividers that, when rolled over, will illuminate and can be click-dragged. This allows for UI customization especially helpful in managing window content.


Sliding is restricted to horizontal or vertical only.



Menu Items


  1. Clear Log

Clears the log window
  1. Log Window

This is where Omniverse Create feeds
back useful information to the user
  1. Command Entry

Users put in commands here
- Supplies command argument information to the user
- Supports command history


The utilities Top-Menu allows access to some useful and specialized features and toggles.


If this menu is not visible, be sure to enable the omni.utils.utilities_menu extension in Window > Extension Manager.

Prim Exporter

Prim exporter allows you to export a primitive from a model and store it in a directory of your choosing.




Output Directory

Displays the location selected for output.

Select Folder

Opens a browser allowing selection of export location.

Use Current

Use the directory your file is currently stored in.

Save as Single Asset

If multiple prims are exported, this option allows them to be combined into one asset.


Toggle Wireframe Mode

Enables and Disables wireframe rendering on selected objects. When an object is drawn in wireframe mode, the material is still applied to the visible wireframe of the object. The thickness of the wireframe lines can be controlled with a setting in the Common Rendering Settings window called ‘Wireframe Thickness’ (in Debug View section)

Toggle Cast Shadows

Enables and Disables casting of shadows by the selected objects.

Toggle Matte Objects

Enables and Disables the treatment of an object as a so-called ‘matte’ object. A matte object can be used in AR/XR setups to collect the lighting contributions caused by non-matte objects in the scene. The lighting collected in this way can then be composited with a background plate or video. The matte object itself will not be visible, only the lighting it receives from non-matte objects is.

Toggle Camera Visibility

Enables and Disables the visibility of an object directly to the camera. When an object is not visible to the camera directly it is still reachable through secondary bounces. Therefore such objects will still appear on mirrors and glossy reflections, and contribute to diffuse interactions.

Stage +Y/+Z Up

Sets the global orientation based on either Y Up or Z up.

Update MDL Schema

Upgrades MDL references to use the most current UsdShade MDL schema (version).