Requirements#
Code |
Message |
Rule |
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Asset must use only supported file types |
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Asset references should use anchored paths |
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Texture UDIMs are not supported in USDZ files in NVIDIA Omniverse |
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Asset paths should use forward slashes for cross-platform portability |
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Stage must specify upAxis to define the orientation of the stage |
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Stage must specify metersPerUnit to define the linear unit scale |
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Boundable geometry primitives should have valid extent values. |
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Do not subdivide meshes with Normals. |
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Mesh geometry must be manifold |
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Use indexed primvars when values are repeated |
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Mesh topology should be without unused vertices, edges, or faces. |
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Faces should have non-zero area. |
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Each vertex position should be unique |
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Mesh topology must be valid |
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Only include primvars that are actively used |
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All non-subdivided meshes must have normals. |
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Mesh normals values must be valid to produce correct shading. |
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The winding order of faces in a mesh must correctly represent the orientation (front/back) of the face. |
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All geometry shall be represented as non-subdivided mesh primitives using the UsdGeomMesh schema. |
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Geometry shall be defined as such that the asset is correctly positioned and oriented at the origin (0,0,0). |
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Stage must specify a default prim to define the root entry point. |
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MDL material source assets must be properly referenced and accessible to ensure material loading and rendering. |
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Material bindings must use appropriate scope to ensure proper material assignment and inheritance. |
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Material attributes must comply with the UsdPreviewSurface specification to ensure consistent rendering and viewer compatibility. |
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MDL Shaders must use standard OpenUSD shader source attributes to ensure compatibility. |
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Rigid bodies cannot be part of a scene graph instance. |
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Rigid bodies have to be UsdGeomXformable prims. |
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Rigid bodies have to be UsdGeomXformable prims without skew matrix. |
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The collision shape scale must be uniform for the following geometries: Sphere, Capsule, Cylinder, Cone & Points. |
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Targets set to Body0 and Body1 relationships must exist. |
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Body0 and Body1 relationships must not have more than one target. |
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Articulation roots cannot be nested. |
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Articulations are not allowed on static bodies. |
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Rigid bodies _or_ their descendent collision shapes should have a mass & their other inertial properties explicitly specified. |
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ParticleField3DGaussianSplat prims must satisfy schema and data consistency rules required for interoperable 3D Gaussian splat assets. |
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Prim hierarchy must have a single root prim. |
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The root prim of the asset hierarchy must be transformable |
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World space bounds must not exceed RTX limit. |
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The values of the points attribute must not exceed the limit at which a given precision can be represented using 32-bit floats. |
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Stage must specify upAxis = “Z” to define the orientation of the stage |
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Stage must specify metersPerUnit = 1.0 to define the linear unit scale |
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