π |
Assets must contain at least one Imageable Geometry |
core usd |
|
π |
Asset transforms shall be defined such that the asset is correctly positioned and oriented at the origin (0,0,0). |
core usd |
|
π |
Transforms and pivots should be positioned at intuitive points on the asset to ensure expected behavior during placement and rotation. |
core usd |
Manual |
π |
All geometry shall be represented as mesh primitives using the UsdGeomMesh schema. |
core usd |
|
β
|
Mesh geometry must be manifold |
core usd |
latest+ |
β
|
Mesh topology must be valid |
core usd |
latest+ |
β
|
Meshes should be positioned using transformations, not by embedding positions into point positions. |
core usd |
|
β
|
Repeated occurrences of identically shaped objects should have identical mesh connectivity |
core usd |
Manual |
β
|
Normals should be authored to accurately represent the intended surface appearance. |
core usd |
Manual |
β |
UsdGeomMesh (that is not utilizing subdivision) needs to have normal attributes. |
rtx |
|
β |
World space bounds must not exceed RTX limit. |
rtx |
latest+ |
π |
Boundable geometry primitives should have valid extent values. |
openusd |
latest+ |
π |
Only include geometry that contributes to visualization or simulation |
openusd |
|
π |
Use efficient mesh boundaries for performance |
rtx |
|
π |
Meshes should maintain appropriate scale and boundary volumes |
rtx |
|
π |
Meshes should not overlap unnecessarily |
core usd |
|
π |
Meshes should not share the exact same space |
core usd |
|
π |
Use indexed primvars when values are repeated |
core usd |
latest+ |
π |
Do not subdivide meshes with Normals. |
core usd |
latest+ |
π |
Only include primvars that are actively used |
core usd |
latest+ |
π |
Combine small meshes into larger ones where appropriate |
core usd |
|
π |
Use appropriate tessellation density for geometry |
core usd |
|
π |
Use time samples only when attribute values change |
core usd |
|
π |
Each vertex position should be unique |
core usd |
latest+ |
π |
Avoid tessellating primitive shapes |
core usd |
|
π |
Mesh topology should be without unused vertices, edges, or faces. |
core usd |
latest+ |
π |
Faces should have non-zero area. |
core usd |
latest+ |
π |
The values of points must not exceed the limit at which a given precision can be represented using 32-bit floats. |
core usd |
latest+ |
π |
Use appropriate vertex count for geometry |
core usd |
|
π |
Meshes should use instancing if they are identical apart from their world space location |
core usd |
|
π |
Use appropriate mesh count for scene |
rtx |
|