Which of the following sentences are correct when converting between .usda, .usdc, .usd and .usdz files? Choose two.
Considering the following scene description:
def "ParkingLot"
{
def "Car_1" (
instanceable = true
references = @Car.usd@
)
{
}
def "Car_2" (
instanceable = true
references = @Car.usd@
)
{
}
}
Disabling the instanceable metadata on the prim at path /ParkingLot/Car_2 by setting it to false has the following effects: Choose two.
What sort of plugin implements logic to locate resources such as @mycompany://path/to/my/resource@?
Which statement correctly describes how UsdGeomSubsets can be used to organize geometry for specific material assignments or rendering attributes in OpenUSD?
You are setting up an outdoor scene with realistic lighting and want to simulate the effect of the sun. Which UsdLux light type is most appropriate for this purpose, providing a directional light source with parallel rays?
Which of the following methods allows you to edit the color of an instanceProxy mesh in OpenUSD while keeping the prim instanced?
Consider a USD that has a root Xform, that has a child Sphere, that in turn has a child Cube.
Xform
- Sphere
-- Cube
When you open the USD, you see the sphere and the cube. But when you author the Sphere to be invisible, the sphere disappears, but the Cube is still visible.
What could be causing this behavior?
Why is extract, transform, load (ETL) a useful design pattern for USD data exchange? Choose two.
Suppose you had the following layer:
#usda 1.0
(
defaultPrim = "ParentXform"
)
def Xform "ParentXform"
{
def Mesh "ChildMesh"
{
}
}
If you wanted to add a property to "ParentXform" such that it would automatically propagate to "ChildMesh" without having to add the same property to "ChildMesh", which of the following changes to "ParentXform" would make this work?
In what way do variant sets in OpenUSD enhance flexibility in scene descriptions?
What is the correct prim type in UsdShade for sharing reusable portions of shading networks, allowing for parameterization?
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)
}
}
You and your colleague open the same USD layer but one of you observes missing geometry. What could be the reason why?
What geometric attribute should be kept in sync when updating point position values on an object?
When designing a scalable asset structure, which two aspects should be primarily considered? Choose two.
What fundamental data type in USD is most suitable for representing texture files?