NVIDIA NCP-OUSD - OpenUSD Development
Referring to dining_room.usda, which of the following best describes the role of the references composition arc on the /Root/Chair prim?
#usda 1.0
def Xform "Root"
{
def Xform "Chair" (
references = @chair.usda@
)
{
float3 xformOp:scale = (1.5, 1.5, 1.5)
}
}
Which of these is a viable approach for mapping or grouping compound types from other data sources to OpenUSD?
In OpenUSD, which USDA snippet correctly uses a payload to reference an external asset while allowing deferred loading?
Why is a well-designed model kind hierarchy important for an efficient pipeline?
Which option best describes the primary function of an inherit composition arc in OpenUSD?
What fundamental data type in USD is most suitable for representing texture files?
Consider the following prim hierarchies. Each prim hierarchy is represented by nested unordered lists and each list item represents a prim with the following format: PRIM_NAME (KIND). No text within the parentheses means that the kind is unset for that prim. Only evaluate model kind hierarchy correctness and the structural choices. Which prim hierarchies represent valid model kind hierarchies? Choose three.
What is a way to utilize both USDA and USDC as part of a scene?
You have the following layers:
cone1.usda:
#usda 1.0
(
upAxis = "Y"
defaultPrim = "Cone"
)
def Cone "Cone"
{
uniform token axis = "Z"
double radius = 2
double height = 3
}
cone2.usda:
#usda 1.0
(
upAxis = "Z"
defaultPrim = "Cone"
)
def Cone "Cone"
{
uniform token axis = "Z"
double radius = 2
double height = 3
}
The following root layer references these two layers and is opened by a DCC tool that does not apply any sort of corrective transformations to any layer data:
coneScene.usda:
#usda 1.0
(
upAxis = "Z"
)
def Cone "Cone1" (
prepend references = @./cone1.usda@ < /Cone >
)
{
double3 xformOp:translate = (-5, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"]
}
def Cone "Cone2" (
prepend references = @./cone2.usda@ < /Cone >
)
{
double3 xformOp:translate = (5, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"]
}
When viewing the scene in the DCC tool, in a view/camera orientation that matches the scene upAxis, what should the orientations of the two cones be?
Which of the following are valid principles of asset structure? Choose three.
