USD Save and Export#

Save USD#

Save USD is intended to accelerate iteration time by only exporting changes that were made to the current USD file, preserving any parts that the user did not modify.

Save USD, similar to Live Link, requires that the USD file is saved on a Nucleus server.

To enable Save USD:

  • Use Export To USD and export to a Nucleus server.

  • Use Open USD and open a USD file on a Nucleus server.

  • In the Omniverse menu, select USD -> Link 3ds Max to USD File and select a USD file on a Nucleus server.

Known Limitations

Original materials may not always be preserved. Some actions trigger material re-export.

USD Export Browser#

Items

Description

Navigation Bar

Displays the path to the current selected directory or file. Select any part of the path to directly access that part of the path.

Backward

Step back to previous paths.

Forward

Step forward to previous paths.

To Parent Folder

Navigates to the parent folder, of the currently open folder.

New Folder

Creates a new folder/director at the specified location.

Refresh

Refreshes the content of the browser.

Omniverse File Hierarchy

Displays folder tree from Omniverse servers or the local PC.

Content

Shows the content in the current selected path.

File Name

Sets the name of the USD file you are creating.

Extension Selector

Currently Omniverse exports USD (binary) files. (See Note Below)

Note

You can export to USDA (Ascii) format by hard typing the extension .usda on export if exporting to a local drive (not an Omniverse server).

Export Options#

Max Omniverse Export General Options

General

Description

Export Type

Selects the export mode:

  • Prop: Assets that are non-skinned objects.

  • Prop Animation Clip: Simple property Animations for Props.

  • Skeletal Mesh: Export USDSkel and skinned mesh.

  • Skel Animation Clip: Export USDSkelAnim as a clip.

Export Options

Selects what to export:

  • All: Exports everything in the scene.

  • Selected: Exports everything selected in the current scene.

Default Prim

The name of the default prim for the exported file. World is the default prim in Omniverse. If this field is empty, no top-level node is created and Default prim is not set.

Export Visible

Exports only visible nodes in combination with the current export selection.

Lights

Exports supported lights.

Cameras

Exports cameras in the scene.

Instances

Defines how to handle asset instances on export. This option introduces new xforms into the hierarchy for compatibility.

Move to Origin

Exports the object as if it was normalized at world origin.

Up Axis

Sets the up-axis for the USD file on export.

Also Save 3DS Max

Stores a copy of the 3ds Max file on the Omniverse Nucleus.

Max Omniverse Export Animation Options

Animation

Description

Use Animation

Include animation on export.

Start Frame

First frame to be exported from the animated scene.

End Frame

Last frame to include in the export.

Step

Allows skipping of frames, use 1 for all frames.

Max Omniverse Export Materials Options

Material

Description

MDL Context

Includes materials on export or not:

  • Default: References the core MDLs when exporting MDL render context.

  • Include dependencies: Copies MDL dependencies to the chosen directory. If no directory chosen, uses a default.

  • CSV Mapping File: Writes MDL references to existing location defined in the chosen .csv file.

  • Material Swap(.csv): If Export MDL export option is set to Material CSV map, then the csv file to be used is defined here. This results in fewer files being exported.

USD Preview Surface Context

Exports materials to a USD Preview Material render context as best as possible.

Max Omniverse Export File Output Options

File Output

Description

Batch Export

If selected, takes 1st level nodes in hierarchy and exports those as their own USD, then references them back to a main USD:

  • Payloads: Batch exports as USD Payloads.

  • Reference: Batch exports as USD References.

  • Preset: Predefined configurations of how USD files, materials, and textures will be organized in directory structures.

  • Props: The directory path where individual assets go during a batch export.

  • Materials: The directory path where materials go for a batch or individual export.

  • Textures: The directory path where textures go for a batch or individual export.

Note

The directory paths listed above can use tokens to configure the export paths.

Max Omniverse Export Checkpoint Options

Checkpoints are automatically made on export.

Checkpoints

Description

Description

Optional user description for checkpoints.

File Output Options#

The File Output Option on the export dialog allows a user to determine where different files go during an export. This includes batch exported usd files, materials, and textures.

A variety of included presets allows some common arrangements of files to be generated in a single click. However, for power users, we’ve exposed the tokens and path strings so that these can be customized.

Below is some examples of the output that can be expected from each setting. All of the exports are done from the following sample file.

File Output

Presets and Tokens#

File Output Presets - The available presets allows a user to quickly set different file out behaviors.

Tokens - Path token allow users to construct meaningful path behaviors based on other paths. See below for token list.

Defined Tokens

  • ${props} - token for the props path.

  • ${prop} - token for each props path (useful for making a prop self contained).

  • ${materials} - token for the props path.

  • ${material} - token for each material’s path (useful for separating textures by material).

Single File Export#

Shared Textures - This option places a Materials folder as a sibling to the Props folder and single Textures folder in the Materials folder.

  • Materials and textures appear once. This is the most efficient. However, if things are not named well, then things may overwrite each other.

  • This makes all materials and textures shared for maximum efficiency.

File Output

Modular Materials - This options places a Materials folder in each prop folder. Each Materials texture set is arranged per Material.

  • Materials are arranged per prop

  • Textures are arranged per Material

File Output

Batch Export#

Shared Textures - This option places a Materials folder as a sibling to the Props folder and single Textures folder in the Materials folder.

  • Materials and textures appear once. This is the most efficient. However, if things are not named well, then things may overwrite each other.

  • This makes all materials and textures shared between props for maximum efficiency.

File Output

Modular Materials - This options places a Materials folder in each prop folder. Each Materials texture set is arranged per Material.

  • Materials are arranged per prop.

  • Textures are arranged per Material.

  • With Batch Export enabled, this makes each prop modular, self contained, and each material contained within.

File Output

Shared Materials - This options places a Materials folder as a sibling to the Props folder. Each Materials Textures are arranged per Material.

  • Materials are shared between all props therefore only written once. However, the textures are unique to each material.

  • This makes all the materials between props shared; however, each material is modular.

Note

This Option can only be used when Batch Export is turned on.

File Output
Modular Props - This options places a Materials folder in each prop folder.
  • Textures are all placed in the Materials folder.

  • This keeps the prop modular but shares any textures that are reused.

  • This is most efficient for a self contained prop.

Note

This Option can only be used when Batch Export is turned on.

File Output