A USD Stage is the entry point into working with USD data inside 3ds Max, effectively letting you reference a USD model into 3ds Max, as an alternative to an XRef Scene or XRef Object.
You can reference a USD stage directly into 3ds Max to create a scene with USD assets from an existing file. Using this workflow, you can view and render USD data directly in 3ds Max.
Unlike importing a USD file, referencing a USD stage lets you use existing USD data without converting it into a 3ds Max file. With this method, 3ds Max creates a USD stage node, which points to the USD file.
To reference a USD stage and load it into 3ds Max
Select File > Reference > USD Stage.... In the Select USD File dialog, locate a USD file to reference.
Click into the viewport to become the point where the stage loads. In the Command Panel:
Select the Geometry Icon (Circle) > and select USD from the drop-down menu.
Under Object Type, select the USD Stage button. Select the ellipses ... next to the Root Layer label to open the Select USD File dialog and locate a USD file to reference.
Use the Select USD Prim from file dialog to build the scope of your USD reference.
Use the Parameters Rollout in the Command Panel to configure or make changes to your USD stage reference at any point.
You can move, rotate and scale prims in the viewport while in the prim sub-object mode.
You can use the cameras in a USD stage in the viewport. To set the view to follow a USD camera, you can choose either of the following methods:
You can use the following 3ds Max controllers to work with USD data:
float2 values are obsolete in 3ds Max. To source a float2 value, use a float3 controller with one of the dimensions set to 0.0.
You can zoom to the selected prims by clicking the Zoom Extents Selected icon or pressing the Z key on the keyboard. You can also apply the zoom extents to the entire USD stage when the selection is set to Stage mode.
Further editing
Although there is no current UI tool to work with the data inside a USD Stage, , you can build Python, C++ and MAXScript tools to interact with the data inside a USD Stage Object. The stage has a read-only property called CacheId that can be used to access the stage from a global USD cache. Using this, you can directly manipulate and interact with USD data (moving prims, changing visibility, and so on). For more information, see the MaxScript USD Documentation, the Pixar USD API reference and the 3ds Max USD SDK documentation. The USD SDK is available in a separate download from the Autodesk developer network.