Requirements Index#
Core#
Atomic Asset#
Tags |
Summary |
Compatibility |
Validator |
|---|---|---|---|
π |
core-usd |
||
π |
open-usd |
||
π |
Asset paths should use forward slashes for cross-platform portability |
core-usd |
|
β |
Texture UDIMs are not supported in USDZ files in NVIDIA Omniverse |
kit |
Units#
Tags |
Summary |
Compatibility |
Validator |
|---|---|---|---|
π |
Stage must specify upAxis to define the orientation of the stage |
core-usd |
|
π |
Stage must specify metersPerUnit to define the linear unit scale |
core-usd |
|
π |
Stage must specify upAxis = βZβ to define the orientation of the stage |
core-usd |
|
π |
Stage must specify metersPerUnit = 1.0 to define the linear unit scale |
core-usd |
|
β |
core-usd |
||
β |
core-usd |
||
β |
Stage must specify timeCodesPerSecond, if timesamples are present in the stage. |
core-usd |
Visualization#
Geometry#
Materials#
Tags |
Summary |
Compatibility |
Validator |
|---|---|---|---|
β |
Material bindings must use appropriate scope to ensure proper material assignment and inheritance. |
open-usd |
|
β |
open-usd |
||
β |
MDL Shaders must standard OpenUSD shader source attributes to ensure compatibility. |
kit-107+ |
|
β |
open-usd |
||
π |
open-usd |
Ground Truth#
Semantic Labels#
Tags |
Summary |
Compatibility |
Validator |
|---|---|---|---|
π |
core-usd |
||
β |
open-usd |
||
β |
omniverse |
||
β |
rtx |
Dense Captions#
Tags |
Summary |
Compatibility |
Validator |
|---|---|---|---|
π |
The Root Prim must inlcude documentation metadata that describes the 3D Asset. |
core-usd |
|
π |
core-usd |
Non-Visual Sensors#
Non-Visual Surface Properties#
Tags |
Summary |
Compatibility |
Validator |
|---|---|---|---|
π |
Materials must specify additional βnon-visualβ material attributes |
rtx |
|
β |
rtx |
||
β |
rtx |
||
β |
rtx |
||
β |
rtx |
||
β |
rtx |
Physics#
Rigid Bodies#
Tags |
Summary |
Compatibility |
Validator |
|---|---|---|---|
π |
open-usd |
||
π |
open-usd |
||
β |
open-usd |
||
β |
open-usd |
||
β |
Rigid bodies have to be UsdGeomXformable prims without skew matrix. |
open-usd |
|
β |
open-usd |
||
β |
open-usd |
||
β |
open-usd |
||
β |
physx |
||
π |
open-usd |
Joints & Articulations#
Tags |
Summary |
Compatibility |
Validator |
|---|---|---|---|
π |
Rigid bodies which are not free floating should be connected using joints. |
open-usd |
|
β |
open-usd |
||
β |
Body0 and Body1 relationships must not have more than one target. |
open-usd |
|
β |
open-usd |
||
β |
open-usd |
||
β |
physx |
||
π |
For stable and fast simulations of kinematic chains, an asset should define an articulation. |
open-usd |
Hierarchy#
Hierarchy#
Tags |
Summary |
Compatibility |
Validator |
|---|---|---|---|
π |
open-usd |
||
π |
other |
||
π |
Stage must specify a default prim to define the root entry point. |
open-usd |
|
π |
open-usd |
Manual |
|
π |
core-usd |
Manual |
|
β |
open-usd |
||
β |
Geometry should be grouped in a way that is logical for the objectβs structure. |
open-usd |
Manual |
β |
open-usd |
||
π |
open-usd |
||
π |
open-usd |