USD terminology and composition

The following is a list of commonly used USD terms. The diagrams below use a component and scene created in USD to help you get familiar with the USD terms and its basic structure.

USD component

The following diagram shows an example of the structure of a USD component. The prim ArcadeMachine has two children, geo and mtl, which store the geometry and materials, respectively. The prim geo has two children, proxy and render, which store the low-res and high-res meshes for proxy and render purposes.

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Prim types

Prims come in a variety of types, such as XForm, scope, mesh, shader, light and camera. Among them, XForm contains transform data that can be used to translate, rotate and scale other prims; and scope serves as a container for grouping other prims without applying any transformation.

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Variants

A prim can store multiple variants, allowing easy switching between them. Variants can be organized into variant sets.

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USD shot

A shot is usually composed of a root layer and several sublayers, each dedicated to a specific division of the pipeline, such as layout, animation, VFX, or lighting. Each sublayer references USD components as payloads. Instancing is often used when laying out a scene with multiple copies of an object. In the example below, only one arcade machine is loaded, while the others are instances of the same prim.

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For further reading, see Pixar's Introduction to USD and Pixar USD Glossary.