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USD / 3DAdvanced

uShape

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
DaVinci Resolve · Fusion

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

What uShape does

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.

Mental model

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.

Common uses

Procedural USD primitives
Blocking and layout geometry
Simple PBR scene objects
Matte or double-sided USD shapes

Flow anatomy

Inputs & outputs

The port structure shows how this node fits into a Fusion graph.

Generator node — no image input is required.
uShape
Fusion node

SceneOutput

USD stage containing the generated primitive and its configured properties.

Inspector

Important parameters

Start with these controls before reaching for more complicated workarounds.

Shape

Chooses the primitive type such as cube, sphere, cylinder, cone, plane or torus.

Double Sided

Allows both sides of the generated surface to render.

Radius

Sets the radius.

Height

Sets the vertical size.

Base Subdivisions

Sets how finely the base of the USD shape is subdivided.

Cylinder Subdivisions

Sets how finely the cylindrical part of the USD shape is subdivided.

Cap Subdivisions

Sets how finely caps and rounded ends are subdivided.

Subdivision Scheme

Chooses the USD subdivision behavior.

Angle Start / End

Limits the angular extent of supported shapes.

Matte / Is Matte

Treats the object as a matte in the 3D composite.

Use matte objects for holdouts and technical occlusion rather than as ordinary visible geometry.

Material Type

Selects the Material Type used by uShape.

Diffuse Color / Red / Green / Blue

Sets the RGB diffuse color of the generated USD Shape.

Use channel-specific controls when the operation should not affect all components equally.

Emissive Color / Red / Green / Blue

Sets the RGB emissive color of the generated USD Shape.

Use channel-specific controls when the operation should not affect all components equally.

Workflow Mode

Selects the Workflow Mode used by uShape.

Metallic / Roughness

Sets surface metallicity and the roughness of its reflections.

Clearcoat / Clearcoat Roughness

Adds a clearcoat layer and controls how sharp or rough its reflections appear.

Opacity / Opacity Threshold / Opacity Mode

Selects the Opacity Mode used by uShape.

Transform: Translation / Rotation / Pivot / Scale

Sets Transform to Translation / Rotation / Pivot / Scale.

Use Target

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.

Export as Separate Stage

Packages the object as a separate USD stage layer.

Practical setup

A reliable workflow

  1. 1

    Choose the primitive closest to the intended geometry.

  2. 2

    Set dimensions and subdivisions.

  3. 3

    Configure the built-in material only as far as needed.

  4. 4

    Place the object with Transform.

  5. 5

    Merge it with other USD assets.

  6. 6

    Render through uRenderer and increase detail only if visible.

Typical node chain
uShape
uMerge
uCamera
uRenderer

Examples

Where this node fits in real work

Procedural product blockout

Use several uShape nodes and uMerge to build a quick USD layout.

uShapeuShapeuMergeuCamerauRenderer

Simple metallic object

Use built-in metallic/roughness controls for a quick PBR-style test surface.

uShapeMetallic / RoughnessuMergeuRenderer

Troubleshooting

Common mistakes

Using extreme subdivisions before checking whether they are visible.
Forgetting Double Sided on thin geometry that must be visible from behind.
Building a complex asset from primitives when importing USD would be simpler.

Production notes

Practical tips

Use uShape for blockouts, technical geometry and quick scene elements.
Keep subdivision low during layout work.
Switch to uShader/uMaterial when the surface needs a more reusable material pipeline.

Related nodes