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| Section | Weight | Objectives |
|---|---|---|
| Customizing USD | 6% | - Custom schemas - Plugin development - File format extensions |
| Composition | 23% | - References, payloads, sublayers, variants - Composition strategies and debugging - Composition arcs (LIVERPS) |
| Data Exchange | - Data translation and conversion - Interoperability between tools - Import/export workflows | |
| Pipeline Development | - Collaborative pipeline setup - Workflow design and implementation - Version control integration | |
| Content Aggregation | - Modular asset building - Asset overriding and reuse - Instancing and scene assembly | |
| Visualization | - UsdGeom, UsdShade, UsdLux domains - Rendering and display workflows - Geometry, materials, cameras, lights | |
| Data Modeling | - USD and Sdf data structures - Prims, properties, primvars, time samples - Built-in schemas and data organization | |
| Debugging and Troubleshooting | - Stage introspection - Performance and data quality optimization - Composition error resolution |
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質問 # 38
What API can be used in Python to add sublayers to a root layer?
正解:C
解説:
The subLayerPaths.append() method allows adding sublayers in Python.
質問 # 39
What type of model kind represents a reusable, self-contained asset like a house or a pen?
正解:C
解説:
A Component is a complete, reusable, and referenceable asset.
質問 # 40
You have the following layers:
cone1.usda:
#usda 1.0
(
upAxis = "Y"
defaultPrim = "Cone"
)
def Cone "Cone"
{
uniform token axis = "Z"
double radius = 2
double height = 3
}
cone2.usda:
#usda 1.0
(
upAxis = "Z"
defaultPrim = "Cone"
)
def Cone "Cone"
{
uniform token axis = "Z"
double radius = 2
double height = 3
}
The following root layer references these two layers and is opened by a DCC tool that does not apply any sort of corrective transformations to any layer data:
coneScene.usda:
#usda 1.0
(
upAxis = "Z"
)
def Cone "Cone1" (
prepend references = @./cone1.usda@ < /Cone >
)
{
double3 xformOp:translate = (-5, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"]
}
def Cone "Cone2" (
prepend references = @./cone2.usda@ < /Cone >
)
{
double3 xformOp:translate = (5, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"]
}
When viewing the scene in the DCC tool, in a view/camera orientation that matches the scene upAxis, what should the orientations of the two cones be?
正解:C
解説:
Both cones should point along the Z-axis . The decisive authored property on each Cone prim is uniform token axis = "Z", which defines the cone's local geometric axis. The differing upAxis metadata in cone1.usda and cone2.usda does not automatically rotate referenced geometry when those assets are composed into coneScene.usda. NVIDIA's Learn OpenUSD units guidance states that upAxis, metersPerUnit, and kilogramsPerUnit are manually handled metadata during composition, while only timeCodesPerSecond is automatically reconciled. It specifically explains that USD does not automatically reconcile geometric unit metadata across composed layer stacks.
Option A is correct because the root stage is Z-up, the DCC applies no corrective transform, and both referenced cone prims explicitly author their primitive axis as Z. Option B incorrectly assumes that the source layer's upAxis = "Y" causes automatic conversion into the root stage's coordinate system. Option C and D likewise invent orientation changes that are not authored. In production, pipelines must validate or explicitly correct up-axis mismatches through transforms or import/export policy. This aligns with Pipeline Development # Stage Metadata, upAxis, Asset Assembly, References, and Manual Unit Reconciliation .
質問 # 41
Which of these is a principle of scalable asset structure?
正解:C
解説:
Legibility is one of the four core principles of asset structure.
質問 # 42
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?
正解:B
解説:
Usd.Property.GetPropertyStack() is the most appropriate choice because the debugging goal is to determine where a composed property value is coming from. In USD, a final property value can be affected by multiple authored opinions across sublayers, references, payloads, variants, inherits, specializes, and local overrides.
NVIDIA's Learn OpenUSD glossary defines a property stack as the ordered list of property specs that contribute values or metadata for a composed property, and notes that UsdProperty::GetPropertyStack() is specifically useful for debugging, not as the primary value-resolution mechanism. It also explains that USD resolves values by traversing composition information in strength order.
Option C is therefore correct because it exposes the contributing property specs and their layer origins, helping identify why a stronger opinion produced an unexpected result. Option A only traverses prims on the composed stage and does not explain value provenance. Option B reports aggregate stage statistics, not composition-source details. Option D exports the stage or layer contents but does not provide targeted diagnostic ordering for a property. This aligns with Debugging and Troubleshooting # Value Resolution, Property Stack, Composition Debugging, and Layer Opinion Inspection .
質問 # 43
......
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