usd-composition-architecture
DevelopmentNVIDIA's USD asset composition pattern for Isaac Sim — how robot assets are split into a binary geometry crate plus a set of human-editable USDA layers (base, instances, materials, physics, physx, mujoco, robot, interface) connected via composition arcs (payload, reference, sublayer, variant). Covers the "binary for meshes, USDA for everything else" rule, headless RL optimization by skipping appearance, and the Asset Transformer pipeline that produces this layout. Use when: building new robot or environment assets for Isaac Sim, restructuring an existing asset with the Asset Transformer, optimizing RL training startup time and VRAM by skipping appearance payloads, debugging why physics edits in a USDA do not apply, debugging joint limits or mass properties, creating asset variants with different configs or materials. Triggers on: USD payload composition, layered USD, physics payload, appearance payload, USDA vs USD, USDA vs USDC, geometries.usdc, RL optimization payload, composition arcs, Asset Transformer, Isaac Sim Asset Structure, USD asset structure.
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USD Composition Architecture for Isaac Sim
When to use
- Build new robot or environment assets.
- Restructure an existing asset with the Asset Transformer.
- Optimize RL training startup time and VRAM.
- Diagnose physics edits in a USDA that aren't taking effect.
- Debug joint limits, mass, or solver parameters.
- Create variants of an existing asset (configs, materials).
Core Concept: One Binary Crate, Many USDA Layers
Isaac Sim's recommended asset structure splits a robot into one binary geometry crate plus a set of ASCII layers, composed by an interface.usda:
{robot}/
interface.usda <- Final composed asset (entry point)
payloads/
base.usda <- Simulation-ready hierarchy + xforms
geometries.usdc <- Mesh data ONLY (binary crate)
instances.usda <- Mesh + material + collider assembly
materials.usda <- Material defs (MDL bindings)
Textures/ <- Texture assets
robot.usda <- Isaac robot schema + metadata
Physics/
physics.usda <- Neutral USD/Newton physics
physx.usda <- PhysX-only tuning (sublayers physics.usda)
mujoco.usda <- MuJoCo-only tuning (sublayers physics.usda)
USD payload arcs enable lazy loading — a payload is only loaded when explicitly requested. This is the key to headless RL optimization.
File Format Decision Guide
The rule is simple: binary crate (.usdc) for raw mesh data, USDA for everything else. The Asset Transformer's GeometriesRoutingRule enforces this split automatically.
| Layer | Format | Why |
|---|---|---|
geometries.usdc | .usdc (binary crate) | Mesh topology, points, indices — high-volume numeric data, never edited by hand |
base.usda | .usda | Hierarchy and transforms — diffable, hand-editable |
instances.usda | .usda | References meshes + applies materials + collision approximation choice |
materials.usda | .usda | Material prims, MDL shader bindings — readable look-dev |
physics.usda / physx.usda / mujoco.usda | .usda | Joint limits, masses, solver params — frequent tuning |
robot.usda | .usda | Isaac robot schema metadata and relationships |
interface.usda | .usda | Composition arcs (references, payloads, variants) — the entry point |
| Texture assets | original (PNG, JPG, EXR) + .mdl | Stored under Textures/ |
| Archive/portable | .usdz | Single-file distribution (iOS AR) |
Rationale: Mesh arrays are large and never hand-edited, so binary crate wins on size and load time. Everything else is small, frequently inspected, and benefits from being diffable in version control and editable by both humans and agents.
Producing This Structure: Asset Transformer
Use the Asset Transformer (Isaac Sim Structure profile) to convert an imported URDF/MJCF asset into the layout above. The relevant rules:
GeometriesRoutingRule— extracts mesh prims togeometries.usdc(binary), creates instanceable references ininstances.usda. Setsave_base_as_usda: trueto keepbaseASCII.MaterialsRoutingRule— deduplicates materials intomaterials.usda, copies textures toTextures/.SchemaRoutingRule— splits physics, physx, mujoco, and robot schemas into their respective USDA layers.InterfaceConnectionRule— generatesinterface.usdawith the composition arcs.
Refer to the Asset Transformer Rules Reference for the full pipeline.
Physics USDA Schema
physics.usda — Joint and Mass Definitions
#usda 1.0
def PhysicsRevoluteJoint "FL_hip_joint" {
uniform token physics:axis = "X"
float physics:lowerLimit = -46.0
float physics:upperLimit = 46.0
rel physics:body0 = </Robot/trunk>
rel physics:body1 = </Robot/FL_hip>
}
def RigidBodyAPI "trunk" {
float physics:mass = 4.713
point3f physics:centerOfMass = (0.012, 0.002, -0.002)
float3 physics:diagonalInertia = (0.0120, 0.0220, 0.0270)
}
physx.usda — PhysX-Only Tuning
#usda 1.0
def PhysxJointAPI "FL_hip_joint" {
float physxJoint:maxJointVelocity = 20.0
float physxJoint:jointFriction = 0.05
}
def PhysxRigidBodyAPI "trunk" {
bool physxRigidBody:enableGyroscopicForces = true
float physxRigidBody:maxDepenetrationVelocity = 10.0
int physxRigidBody:solverPositionIterationCount = 32
int physxRigidBody:solverVelocityIterationCount = 1
}
physx.usda typically sublayers physics.usda so PhysX-only opinions stack on top of the neutral physics definition.
Headless RL Optimization: Skip Appearance
The biggest RL training startup optimization: don't load appearance payloads.
When Isaac Lab loads a robot for RL:
- Loads:
interface.usda+ base + physics layers (joints, masses, collision shapes). - Skips:
materials.usdaandTextures/(irrelevant for physics sim).
ArticulationCfg(
spawn=sim_utils.UsdFileCfg(
usd_path=f"{ASSETS_ROOT}/Robots/MyRobot/interface.usda",
activate_contact_sensors=True,
# Do NOT load appearance payloads for RL
visual_material=None,
)
)
Composition Arc Precedence
USD applies opinions in this order (last wins for most properties):
Sublayers < Reference < Payload < VariantSet < Direct opinions
If your physics USDA changes "don't take effect", check that the override opinion is in a higher-precedence layer.
Common Debugging
from pxr import Usd
# Find which layer is setting a specific property
attr = prim.GetAttribute("physics:mass")
for spec in attr.GetPropertyStack(Usd.TimeCode.Default()):
print(f" Layer: {spec.layer.GetDisplayName()} = {spec.default}")