Share

USD prim types in the Outliner

To differentiate between various prim types, USD data in Maya features a unique set of prim icons and composition arc badges that are viewable from the Outliner.

  • Windows > Outliner

Prim Type Icon Index

Prim type icons in the Outliner are based on an inheritance schema, which allows the descendants of a prim to gain a parent prim's icon unless it has a unique icon created for itself.

Icon Prim Type Description
BasisCurves

NurbsCurves
BasisCurves are a batched curve representation, often used to render geometry like hair or grass.

NurbsCurves is a spec that supports batching of multiple curves into a single prim, widths, and normals in the schema.
Mesh A point-based prim that is defined in terms of points that are connected into edges and faces.
NurbsPatch A non-uniform spline surface with natural UV parameters. This enables you to "trim curves" and allow smooth shapes to be carved out of a surface.
Points A base class for prims that possess points, such as normals and velocities.
Capsule A prim shaped in the form of a capsule; a cylinder capped by two half spheres, centered at the origin, whose spine is along the specified axis.
Cone A prim shaped in the form of a cone; centered at the origin, whose spine is along the specified axis, with the apex of the cone pointing in the direction of the positive axis.
Cube A rectilinear prim shaped in the form of a cube, centered at the origin.
Cylinder A prim shaped in the form of a cylinder, centered at the origin, whose spine is along the specified axis.
Sphere A prim shaped in the form of a sphere centered at the origin.
Volume A renderable volume prim.
PointInstancer A vectorized instancing of multiple, potentially animated, prototypes (object/instances), which can be arbitrary prims/subtrees on a stage. PointInstancer is a "multi instancer", as it allows multiple prototypes to be scattered among its "points".
SkelRoot

Skeleton
A body and topology of a skeleton.
XForm An xform is the most robust prim type because it can be transformed.
MayaReference

ALMayaReference
A Maya reference and all its metadata.
Camera A transformable (XFormable) camera.
CylinderLight

DiskLight

DistantLight

DomeLight

GeometryLight

RectLight

SphereLight

LightFilter

LightPortal
Lights can be linked to geometry. Linking controls which geometry a light illuminates, and which geometry casts shadows from the light.
Scope A scope is a container that cannot be transformed. It is the simplest prim type and is useful for creating a hierarchical structure. For example, materials are typically held within a scope, because they do not need to be transformed.
GeomSubset Encodes a subset of a piece of geometry. To apply a subset to a prim, a GeomSubset prim must be defined as a child of it.
NodeGraph NodeGraph is a container for shading nodes, as well as other node-graphs.
Material A Material provides a container into which multiple "render targets" can add data that defines a "shading material" for a renderer.
Shader Shaders are the building blocks of shading networks. These objects generally represent a single shading object, whether it exists in the target renderer or not.
SkelAnimation

PackedJointAnimation
The animation of a skeleton.
BlendShape A target blend shape, possibly containing in between shapes.
Backdrop Provides a 'group-box' for the purpose of node graph organization.
def A def is a type-less prim type. Since defs are empty and contain no information, they are used for defining references. A def can easily take on the prim type of the referenced prim, making it the ideal prim type for this scenario.
someOtherType Generic fallback for usdTyped schemas.
Note: If you are an advanced user, you can override any of the Outliner icons by simply placing a .png image file (with the correct name) in the XBMLANGPATH. This will normally be corresponding to the following folder path on your system:
<SystemFolderPath>/maya/2021/prefs/icons

When naming a file, ensure that it abides by the following nomenclature: out_USD_<nodetype>.png. Icons in Maya are supported for high resolution display, therefore you can include higher dpi versions such as out_USD_<nodetype>_150.png and out_USD_<nodetype>_200.png.

Icon Badges

To distinguish prims that have a composition arc and those that have a variant specifically, USD data in the Outliner features icon badges.

If a prim has any of the following composition arcs: inherit, reference, specialize, payload but doesn't have a variant, then it receives the composition arc badge.

Composition Arcs

Composition arcs are the "operators" that enable you to create relations between many layers in USD. Composition occurs when you open a stage, load or unload prims on a stage, or edit layers that contribute to the stage. There are six kinds of arcs: sublayers, inherits, variants, references, payloads, and specializes. In all arc types, stronger layers override weaker layers.

If a prim has a variant composition arc, then it receives the variant badge in addition to the composition arc badge.

Variants

A Variant is a single, named variation of a variant set. Each Variant Set is a package of alternatives that users can switch between non-destructively. A variant set has no limits to what it can store. A single prim can have many variants and variant sets, but only one variant from each variant set can be selected and set for a prim. Variants can be used to swap out a material or change the entire hierarchy of an asset. Use the USD Contextual Menu in the Outliner to switch between variants in a variant set.

Related Concepts: To learn more, see variant, variantSet in the Pixar USD Glossary.

Was this information helpful?