OpenUSD Development
Last Update May 30, 2026
Total Questions : 70
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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)
}
}
If you have a Usd.Prim object named my_prim and you want to specifically retrieve an attribute named "size", which method would you typically use?
How does the concept of an edit target (Usd.EditTarget) interact with the stage in OpenUSD?
What will be the composed value of /World/Tree/Canopy.primvars:displayColor when you open stage.usda?
#usda 1.0
(
defaultPrim = "World"
metersPerUnit = 1.0
upAxis = "Z"
)
def Xform "World"
{
def Xform "Tree" (
variantSets = ["foliage_color"]
variants = { string foliage_color = "default" }
)
{
def Cone "Canopy" (
references = [ < /_base_foliage_color > ]
)
{
double3 xformOp:translate = (0, 0, 1.3)
token[] xformOpOrder = ["xformOp:translate"]
}
def Cylinder "Trunk"
{
color3f[] primvars:displayColor = [(0.2, 0.1, 0.05)]
double3 xformOp:scale = (0.4, 0.4, 0.4)
token[] xformOpOrder = ["xformOp:scale"]
}
variantSet "foliage_color" = {
"default" {
}
"evergreen" {
over "Canopy"
{
color3f[] primvars:displayColor = [(0.05, 0.15, 0.05)]
}
}
"orange" {
over "Canopy"
{
color3f[] primvars:displayColor = [(0.5, 0.3, 0.05)]
}
}
}
}
}
class "_base_foliage_color"
{
color3f[] primvars:displayColor = [(0.2, 0.75, 0.1)]
}
Considering the two files cars.usda and parkingLot.usda in the exhibit. When opening a stage with parkingLot.usda as the root layer, you observed this prim hierarchy:
ParkingLot
car01
You expected this:
ParkingLot
car01
chassis
parkingLot.usda:
#usda 1.0
(
upAxis = "Y"
)
def Xform "ParkingLot" (kind = "group")
{
def "car01" (references = @cars.usda@) {}
}
cars.usda:
#usda 1.0
(
upAxis = "Y"
)
def Xform "redCar" (kind = "component")
{
def Mesh "chassis" {}
}
def Xform "blueCar" (kind = "component")
{
def Mesh "chassis" {}
}
What are ways to fix this issue?
A key responsibility of the pipeline is to assemble content that may have divergent stage metadata across layer stacks. Which of these metadata is automatically handled by composition when they diverge across layer stacks?
When designing a scalable asset structure, which two aspects should be primarily considered? Choose two.
Why would you not see a sphere when opening this scene?
#usda 1.0
(
defaultPrim = "wall_a_inst"
upAxis = "Z"
)
def Xform "wall_a_inst" (
instanceable = true
variants = {
string Emissive = "Default"
}
prepend variantSets = "Emissive"
)
{
def Sphere "Sphere"
{
}
variantSet "Emissive" = {
"Daytime" {
}
"Default" {
}
}
}
You are a developer creating an OpenUSD exporter for an application that also supports import of USD assets. To enable collaborative workflows, you're adding an “export as overrides” option.
Which approach correctly describes which structure your exporter should generate?
Which of the following are immutable once a USD Stage has been opened? Choose two.
In the context of UsdGeomMesh, which statement is true about mesh normals?
Which of these are valid types for custom attributes in OpenUSD? (Choose two.)
Another department at your company has provided layer1.usda that has a Sphere Gprim with animated timeValues that translate the sphere along the Y-axis:
#usda 1.0
(
endTimeCode = 60
startTimeCode = 1
)
def Xform "Asset"
{
def Sphere "Sphere"
{
double3 xformOp:translate.timeSamples = {
1: (0, 5.0, 0)
30: (0, -5.0, 0)
60: (0, 5.0, 0)
}
uniform token[] xformOpOrder = ["xformOp:translate"]
}
}
You’ve been given rootLayer.usda that references Sphere from layer1.usda as follows:
#usda 1.0
(
endTimeCode = 60
startTimeCode = 1
)
def Xform "World"
{
def Sphere "Sphere" (
prepend references = @./layer1.usda@ < /Asset/Sphere >
)
{
}
}
For testing purposes, you want to check what Sphere would look like if it was at (0, -5.0, 0) at timeCode = 45. Which of the following changes in rootLayer.usda would place Sphere at -5.0 in the Y-axis at timeCode 45? Note that it is okay if the position of Sphere at other timeCodes is changed. Choose two.
Which of the following are valid reasons for choosing to use or develop a standalone converter instead of an importer/exporter for a digital content creation (DCC) application? Choose two.
You are debugging a complex scene composed of multiple layers. You notice that a property on a prim has an unexpected value. To understand where this value is coming from, you need to inspect the composition arcs affecting this prim. Which API would be most helpful in visualizing and analyzing the composition arcs for a specific prim?
When a user is trying to change the drawMode of an element to bounds, and it doesn't work, what should you look into?
Consider the following HelloWorld.usda OpenUSD layer:
#usda 1.0
(
defaultPrim = "hello"
)
def Xform "hello"
{
double3 xformOp:translate = (4, 5, 6)
uniform token[] xformOpOrder = ["xformOp:translate"]
def Sphere "world"
{
float3[] extent = [(-2, -2, -2), (2, 2, 2)]
color3f[] primvars:displayColor = [(0, 0, 1)]
double radius = 2
}
}
What would be the output of the following Python snippet?
from pxr import Usd
refStage = Usd.Stage.CreateInMemory()
refSphere = refStage.OverridePrim("/refSphere")
refSphere.GetReferences().AddReference("./HelloWorld.usda")
print(refStage.GetRootLayer().ExportToString())
What fundamental data type in USD is most suitable for representing texture files?
You are a developer creating an OpenUSD exporter for an application that also supports import of USD assets. To enable collaborative workflows, you're adding an "export as overrides" option.
Which approach correctly describes which structure your exporter should generate?