Shape
Chooses the primitive type such as cube, sphere, cylinder, cone, plane or torus.
Procedural USD primitive generator
Creates procedural USD primitives such as capsules, cones, cubes, cylinders, planes, spheres and torus shapes with subdivision, material and transform controls.
uShape is a fast way to create geometry directly inside the USD graph. It combines primitive generation, optional PBR-style material controls and scene transform in a single stage-producing node.
Overview
uShape is a fast way to create geometry directly inside the USD graph. It combines primitive generation, optional PBR-style material controls and scene transform in a single stage-producing node.
Think of uShape as a compact USD asset generator: choose a primitive, set its dimensions and topology, give it a material and place it in the scene.
Flow anatomy
The port structure shows how this node fits into a Fusion graph.
USD stage containing the generated primitive and its configured properties.
Inspector
Start with these controls before reaching for more complicated workarounds.
Chooses the primitive type such as cube, sphere, cylinder, cone, plane or torus.
Allows both sides of the generated surface to render.
Sets the radius.
Sets the vertical size.
Sets how finely the base of the USD shape is subdivided.
Sets how finely the cylindrical part of the USD shape is subdivided.
Sets how finely caps and rounded ends are subdivided.
Chooses the USD subdivision behavior.
Limits the angular extent of supported shapes.
Treats the object as a matte in the 3D composite.
Use matte objects for holdouts and technical occlusion rather than as ordinary visible geometry.
Selects the Material Type used by uShape.
Sets the RGB diffuse color of the generated USD Shape.
Use channel-specific controls when the operation should not affect all components equally.
Sets the RGB emissive color of the generated USD Shape.
Use channel-specific controls when the operation should not affect all components equally.
Selects the Workflow Mode used by uShape.
Sets surface metallicity and the roughness of its reflections.
Adds a clearcoat layer and controls how sharp or rough its reflections appear.
Selects the Opacity Mode used by uShape.
Sets Transform to Translation / Rotation / Pivot / Scale.
Orients the object, light or camera toward a target point.
Use Target is convenient for aim-at rigs because the orientation follows the target as either element moves.
Packages the object as a separate USD stage layer.
Practical setup
Choose the primitive closest to the intended geometry.
Set dimensions and subdivisions.
Configure the built-in material only as far as needed.
Place the object with Transform.
Merge it with other USD assets.
Render through uRenderer and increase detail only if visible.
Examples
Use several uShape nodes and uMerge to build a quick USD layout.
Use built-in metallic/roughness controls for a quick PBR-style test surface.
Troubleshooting
Production notes
Related nodes