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NVIDIA NCP-OUSD - OpenUSD Development

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Total 70 questions

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)

}

}

A.

It creates a bidirectional link between the local /Root/chair prim and chair.usda so that any changes in one are automatically reflected in the other.

B.

It is used to import variant sets from chair.usda into the local /Root/chair prim.

C.

It completely replaces the local /Root/chair prim with the contents of chair.usda, ignoring any local attribute definitions such as scale.

D.

It composes the definition from chair.usda with the local /Root/Chair. The local xformOp:scale overrides corresponding referenced opinions.

Which of these is a viable approach for mapping or grouping compound types from other data sources to OpenUSD?

A.

arrays

B.

namespace-prefixed attributes

C.

structs

In OpenUSD, which USDA snippet correctly uses a payload to reference an external asset while allowing deferred loading?

A.

def "Character" (prepend payload = @character.usda@) { }

B.

def "Character" { prepend payloads = @character.usd@ }

C.

def Xform "Character" (reference = @character.usda@) { }

D.

def Xform "Character" (payload = @character.usd@) { }

Why is a well-designed model kind hierarchy important for an efficient pipeline?

A.

Tools can rely on the model kind hierarchy for efficient stage traversal.

B.

The composition engine can optimize based on the model kind hierarchy.

C.

The model kind hierarchy helps avoid duplication of pipeline data.

Which option best describes the primary function of an inherit composition arc in OpenUSD?

A.

Inherit arcs are a replacement for reference arcs when you have an opinion that needs to be stronger than opinions from a variant set.

B.

Modifications to the inherited prim in stronger layer stacks allow for those overrides to be uniformly broadcast to all inheriting prims.

C.

It provides a mechanism for implementing object-oriented programming (OOP) design patterns in your scene description design.

What fundamental data type in USD is most suitable for representing texture files?

A.

tokens

B.

strings

C.

asset paths

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.

A.

CarA (component)

Interior ()

SteeringWheel ()

Chasis ()

Wheels ()

Wheel_FR ()

Wheel_RL ()

B.

CarA (assembly)

Interior (group)

SteeringWheel (component)

Chasis ()

Wheels (group)

Wheel_FR (component)

Wheel_RL (component)

C.

CarA (component)

Interior ()

SteeringWheel (component)

Chasis ()

Wheels ()

Wheel_FR (component)

Wheel_RL (component)

D.

CarA (component)

Interior ()

SteeringWheel (subcomponent)

Chasis ()

Wheels (group)

Wheel_FR (subcomponent)

Wheel_RL (subcomponent)

E.

CarA (component)

Interior ()

SteeringWheel (subcomponent)

Chasis ()

Wheels ()

Wheel_FR (subcomponent)

Wheel_RL (subcomponent)

What is a way to utilize both USDA and USDC as part of a scene?

A.

Use USDC for prims related to shading and USDA for all other prim types.

B.

Use USDA for non-geometric prims and USDC for geometric and animation data.

C.

Use USDA entirely as USDC is most helpful for when debugging issues with scenes.

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?

A.

Both Cone1 and Cone2 are pointed along the Z-axis.

B.

Cone1 pointed along the Y-axis, Cone2 pointed along the Z-axis.

C.

Both Cone1 and Cone2 are pointed along the Y-axis.

D.

Cone1 pointed along the Z-axis, Cone2 pointed along the Y-axis.

Which of the following are valid principles of asset structure? Choose three.

A.

Legibility

B.

Redundancy

C.

Navigability

D.

Modularity

E.

Compressability