π |
Geometry shall be defined as such that the asset is correctly positioned and oriented at the origin (0,0,0). |
core-usd |
latest+ |
π |
All geometry shall be represented as non-subdivided mesh primitives using the UsdGeomMesh schema. |
core-usd |
latest+ |
β
|
Mesh geometry must be manifold |
core-usd |
latest+ latest+ |
β
|
Mesh topology must be valid |
core-usd |
latest+ |
β
|
Meshes should be positioned using xform ops, not by embedding positions into point positions. |
core-usd |
Manual |
β
|
All non-subdivided meshes must have normals. |
core-usd |
latest+ |
β
|
Mesh normals values must be valid to produce correct shading. |
core-usd |
latest+ latest+ |
β
|
The winding order of faces in a mesh must correctly represent the orientation (front/back) of the face. |
core-usd |
latest+ latest+ |
β
|
Meshes made from non opaque materials shall have thickness |
core-usd |
|
β
|
ParticleField3DGaussianSplat prims must satisfy schema and data consistency rules required for interoperable 3D Gaussian splat assets. General stage metadata (for example default prim, meters per unit, and up axis) is validated by other requirements in the geometry and layout capabilities.
|
core-usd |
latest+ |
β |
World space bounds must not exceed RTX limit. |
rtx |
latest+ |
π |
Boundable geometry primitives should have valid extent values. |
open-usd |
latest+ |
π |
Only include geometry that contributes to visualization or simulation |
open-usd |
latest+ |
π |
Use efficient mesh boundaries for performance |
rtx |
latest+ |
π |
Meshes should maintain appropriate scale and boundary volumes |
rtx |
latest+ |
π |
Meshes should not overlap unnecessarily |
core-usd |
|
π |
Meshes should not share the exact same space |
core-usd |
latest+ |
π |
Use indexed primvars when values are repeated |
core-usd |
latest+ latest+ |
π |
Do not subdivide meshes with Normals. |
core-usd |
latest+ |
π |
Only include primvars that are actively used |
core-usd |
latest+ |
π |
Remove meshes from the scene that are below the extent size threshold. |
core-usd |
|
π |
Use appropriate tessellation density for geometry |
core-usd |
|
π |
Use time samples only when attribute values change |
core-usd |
latest+ |
π |
Each vertex position should be unique |
core-usd |
latest+ |
π |
Avoid tessellating primitive shapes |
core-usd |
latest+ |
π |
Mesh topology should be without unused vertices, edges, or faces. |
core-usd |
latest+ latest+ |
π |
Faces should have non-zero area. |
core-usd |
latest+ latest+ |
π |
The values of the points attribute 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 |
latest+ |
π |
Meshes should use instancing if they are identical apart from their world space location |
core-usd |
latest+ |
π |
Repeated occurrences of identically shaped objects should have identical mesh connectivity |
core-usd |
latest+ |
π |
Boundable geometry should have non-zero extents in at least one dimension. |
core-usd |
latest+ |
π |
Faces should not be lamina. |
core-usd |
latest+ |
π |
Do not author unused texture coordinates. |
core-usd |
latest+ |
π |
Avoid invisible prims when deactivation is more appropriate. |
core-usd |
latest+ |
π |
Use appropriate mesh count for scene |
rtx |
latest+ |