Omniverse / Blender Manual

Omniverse’s version of Blender is different from the standard Blender versions. The main benefits of Omniverse’s version are that it includes:

Importing USD Files

To import USD files with Omniverse’s version of Blender, navigate to File > Import > Universal Scene Description:

Numbered instructions for importing USD from file menu

During import, you can configure what to include:

Menu for importing USD files

USD Import




Imports camera prims


Imports curve-based prims


Imports light prims


Imports material data


Imports mesh data

Blend Shapes

Imports USD blend shapes as shape keys with animation curves.

Limitation: Importing blend shape in-betweens is not currently supported.


Imports volume data


Imports USD skeletons as armatures with animation curves and creates armature deformers for meshes bound to skeletons.

Limitation: USD skeletons with bones that have negative scales cannot currently be imported, as the Blender bone representation does not support such scaling.

USD Shapes

Imports USD Shape primitives as Blender Mesh objects, with animation.

Path Mask

Imports only the subset of the USD scene rooted at the given primitive


Scales the imported objects with respect to the world’s origin

Apply Unit Conversion Scale

Scales to convert scene units to Blender units (meters)

UV Coordinates

Reads UV coordinates

Color Attributes

Imports color primvars as color attributes

Validate Meshes

Removes non-manifold or otherwise improper geometry from all meshes (slow operation!).


Creates subdivision surface modifiers based on the USD SubdivisionScheme attribute

Import Instance Proxies

Creates unique Blender objects for USD instances

Visible Primitives Only

Ignores invisible USD primitives (This only applies to prims with a non-animated visibility attribute. Prims with animated visibility are always imported.)

Defined Primitives Only

Import only defined primitives. This option can be disabled to allow importing primitive overrides.


Includes primitives with purpose guide


Includes primitives with purpose proxy


Includes primitives with render

Set Frame Range

Updates the Blender scene’s start and end frames to match the incoming USD’s start and end frames

Relative Path

Uses relative paths from the Blender file to the USD file

Create Collection

Adds all imported objects to a collection

Light Intensity Scale

Multiplies light intensity

Convert Light Units from Nits

Converts light intensity values from nits to Blender Light Units

Scale Light Radius

Applies the scene scale factor, from unit conversion or global scaling, to the radius of spot and local lights

Create Background Shader

Imports USD dome lights to world background shaders

Material Name Collision

Determines the behavior when an imported material’s name conflicts with an existing material’s name:

  • Modify: Creates a unique name for the imported material (Default)

  • Skip: Keeps the existing material and discards the imported material

Import Attributes

Determines the behavior when importing USD attributes as Blender custom properties:

  • None: Do not import attributes (Default)

  • User: Import attributes in the userProperties namespace as Blender custom properties. The namespace will be stripped from the property names.

  • All Custom: Import all USD custom attributes as Blender custom properties. Namespaces will be retained in the property names.

Supported types are int, float, double, and string. USD vectors are converted to Blender arrays of the corresponding size.


Imports USD scenegraph instances as Blender collection instances. (Point instances are not yet handled by this option.)

Import Shaders

Specifies the type of USD shader to convert to Blender Principled BSDF shader networks

Set Material Blend

Sets the material blend method based on the USD shader’s opacity and opacityThreshold settings. (This is based on the Import Shaders type selection.)




Import USD

Imports the USD file with the options selected


Closes the import dialog and cancels the operation

Exporting USD Files

To export USD files in Omniverse’s version of Blender, navigate to File > Export > Universal Scene Description:

Numbered instructions for exporting USD from file menu

During export, you can configure what to include:

Numbered menu for exporting USD files

Ref #



USD Export




Cycles Settings


Mesh Options


Primitive Types


Stage Options







USD Export



Use Settings for

Determines the visibility of objects, modifier settings, and other areas where there are different settings for viewport and rendering

Apply Subdiv

Uses subdivision modifiers for mesh evaluation

Author Blender Name

Authors custom userProperties to allow a round trip

Selection Only

Exports only the selected objects (Unselected parents of selected objects are exported as empty transforms.)

Visible Only

Exports only visible objects are exported (Invisible parents of exported objects are exported as empty transforms.)


Exports the render frame range (If unchecked, only the current frame is exported.)

Export USD Kind

Comning Soon: If a “usdkind” custom string property is on the object, use this to author the matching UsdPrim’s Kind.

Export As Overs

Creates all prims as overrides

Merge Transform and Shape

Merges transforms and shapes into one prim path

Export Identity Transforms

Always authors transform operations, even if the transform is identity/unit/zeroed

Export Child Particles

Exports child particles

Vertex Groups As faceVarying

Exports vertex groups as faceVarying primvars (This uses more disk space and is redundant with Blender’s current authoring tools.)




Export Blender Metadata

Exports extra metadata for round-tripping operations, such as original Blender names and the name and path of the original Blender file used for export.

Export Custom Properties

Exports custom properties as USD userProperties:

  • Supported property types are int, float, double, and string

  • Numerical arrays of size two, three, and four are exported as USD vector attributes of the corresponding dimension.)

Add Properties Namespace

Adds exported custom properties to userProperties

Cycles Settings



Override Shutter

Overrides the explicit shutter open and close attributes (When disabled, the shutter is used from Cycles render settings.)


The Blender Cycles Hydra Render Delegate is support in Omniverse Create as a Kit extension. To use the Cycles Hydra Render Delegate, Open Create > Window > Extensions > Cycles Hydra Render Delegate > Click Install

Mesh Options




Exports vertex and point data

Vertex Colors

Exports all vertex colors

Vertex Groups

Exports vertex groups

Face Maps

Exports face maps

UV Maps

Exports UV maps of exported meshes


Includes normals of exported meshes

Triangulate Meshes

Triangulate meshes on export

Method Quads

Methods for how to triangulate quads


Methods for how to triangulate NGons

Primitive Types




Exports transform data (If disabled, objects will be saved as prims with the identity transform.)


Exports mesh data


Exports material data


Exports lights


Exports curve-based shapes


Exports hair data


Exports particle data


Exports armature data

Note: USD requires that skeletons and their skinning target meshes be organized in a hierarchy of “Skeleton Root” (SkelRoot) primitives. Specifically, a skeleton and its target must share a common SkelRoot ancestor to ensure correct binding. Since armatures and meshes with armature modifiers are automatically converted to USD SkelRoots, a straightforward way to maintain a correct hierarchy is to ensure that the target mesh is parented to the armature.

Alternatively, there is an experimental “Fix Skel Root” option (in the Experimental section) to automatically find a common Xform ancestor of the skeleton and its target and make that ancestor the SkelRoot. Note that this option could potentially designate the scene root as a SkelRoot, which may be inefficient, especially for large scenes. This can be avoided by grouping the armature and target mesh under an Empty object that isn’t also the scene root.

Limitation: Export of “bendy bones” is not currently supported.

Blend Shapes

Exports shape keys as USD blend shapes.

Limitations: Export of “absolute” shape keys is not currently supported. In addition, when exporting shape keys, the Blender mesh may not have modifiers applied, other than the armature modifier.

Note: USD meshes with blend shape targets are typically bound to skeletons. Thererefore, if exporting armatures is disabled or if the Blender mesh with shape keys doesn’t have an armature deformer, the exported USD mesh will be bound to an automatically created “placeholder” skeleton with a single joint.

Stage Options



Default Prim Path

Specifies the default prim in the USD

Root Prim Path

Adds an Xform prim with the given path as the parent of all prims in the USD scene.

Note: The given root path must not match the name of an existing root-level object in the Blender scene. If such a Blender object exists, a warning will be generated and the root prim will not be added. This is avoid redundant names in the path, such as /root/root/.

Material Prim Path

Specifies where all generated USD materials and shaders are placed in the scene

Default Prim Kind

Comning Soon: Specifies the Kind to author on the Default Prim.


We highly recommended users insert a root name (e.g., /root) before all prim paths, as in the default option values. This helps with USD compliance and allows assets sent to Omniverse to work correctly when using sent assets in other scenes:

Blender export menu for stage options




Create ARKit Asset

For USDZ export, flatten the entire stage as per the ARKit Asset recommendations.

Convert Orientation

Converts the orientation axes

Convert to Centimeters

Converts the USD units to centimeters and scales the scene to convert from meters

Export Cycles Shaders

Exports Cycles shader nodes to USD

Convert to USD Preview Surface

Generates an approximate USD preview surface shader network (This is experimental and suitable for converting simple material graphs.)

Convert to MDL

Converts Blender materials to MDL materials (This requires the Universal Material Map (UMM) add-on to be installed.)

Light Intensity Scale

Multiplies light intensity

Convert Light Units to Nits

Converts light intensity values from Blender Light Units to nits

Scale Light Radius

Applies the scene scale factor, from unit conversion or manual scaling, to the radius of spot and sphere lights

Convert World Material

Converts the world material to a USD dome light. (This currently works for simple materials, consisting of an environment texture connected to a background shader, with an optional vector multiply of the texture color.)

Convert uv to st

Renames UV maps to the interchangeable USD primvar name st (If a mesh has multiple UV maps, the active UV map is renamed.)

Xform Ops

Specifies how transform information is represented in USD, using one of the following options:

  • Scale, Rotate, Translate (The rotation is given as XYZ Euler angles.)

  • Scale, Orient, Translate (The rotation is given as a quaternion.)

  • Matrix (The transform is saved as a 4x4 matrix.)




Export Textures

Exports textures referenced by material nodes to a textures directory in the same directory as the USD. (This assumes materials are being exported.)

Overwrite Textures

Allow overwriting existing files when exporting textures

Relative Texture Paths

Saves material texture asset paths as relative paths in the USD

USDZ Texture Downsampling

For USDZ exports, keep textures the same size, downsample by longest edge to one of the preset sizes, or choose your own custom size





Exports Blender collection instances as USD scenegraph instances (Particle systems are exported as USD point instances.)

Fix Skel Root

Attempts to automatically correct invalid USD Skeleton Root hierarchies when exporting armatures (Refer to the Armatures option for more information.)




Export USD

Exports the USD file with the options selected


Closes the export dialog and cancels the operation