What problem does it solve?
Building realistic USD scenes in Omniverse requires measuring scattered asset libraries, correcting for non-origin-centered bounding boxes, and ensuring shaders render in headless environments—tasks that are error-prone and slow when done manually.
Core Features & Use Cases
- Asset Discovery & Measurement: Recursively catalog USD assets with bbox dimensions, shader type (MDL vs UsdPreviewSurface), prim counts, and meters-per-unit scale.
- Placeholder-to-Asset Swap: Replace prototype cube geometry with real assets using bbox center offset correction so assets land exactly at target positions.
- Headless Render Validation: Identify dual-shader assets that render correctly in headless SimulationApp versus MDL-only assets that render black.
- Use Case: Given a warehouse layout prototyped with colored cubes, catalog a modular asset library, map block prefixes (BRk, CvL) to appropriately-sized rack and conveyor assets, and place hundreds of references with grounding and offset correction in one scripted pass.
Quick Start
Catalog all USD assets under my assets folder, then replace the placeholder cubes in my stage with matching dual-shader assets using bbox offset correction.