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NVIDIA NCP-OUSD Exam Syllabus Topics:

TopicDetails
Topic 1
  • Debugging and Troubleshooting: Covers introspecting USD stages to resolve composition issues, fix poorly authored data, and optimize scene load and render performance.
Topic 2
  • Composition: Covers authoring, designing with, and debugging all composition arcs (LIVERPS), including understanding when and how to apply each arc in complex scenarios.
Topic 3
  • Pipeline Development: Covers high-level pipeline design tasks including asset management, versioning, USD exporter hooks, build configurations, and dependency management.
Topic 4
  • Customizing USD: Covers extending USD functionality through plugin development, including custom schemas, file format plugins, model kinds, and variant fallback selections.
Topic 5
  • Content Aggregation: Covers building modular, reusable components and using instancing strategies to efficiently assemble and override assets in large, optimized scenes.
Topic 6
  • Visualization: Covers working with UsdGeom, UsdShade, and UsdLux domains, including meshes, cameras, materials, and lights used across common USD workflows.
Topic 7
  • Data Modeling: Covers USD and Sdf data structures including prims, properties, primvars, value types, time samples, and built-in schemas.

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NVIDIA-Certified Professional: OpenUSD Development (NCP-OUSD) Sample Questions (Q61-Q66):

NEW QUESTION # 61
A key responsibility of the pipeline is to assemble content that may have divergent stage metadata across layer stacks. Which of these metadata is automatically handled by composition when they diverge across layer stacks?

Answer: C

Explanation:
The metadata automatically handled by composition is timeCodesPerSecond . NVIDIA's Learn OpenUSD units guidance states the distinction directly: timeCodesPerSecond is automatically reconciled during composition, while metersPerUnit, kilogramsPerUnit, and upAxis are not. Pipelines must therefore explicitly handle geometric orientation, spatial scale, and physics mass-unit mismatches when assembling assets from different sources.
Option A is correct because OpenUSD can automatically scale time-sampled values across sublayer, reference, and payload arcs when source and target layer stacks use different timeCodesPerSecond values.
OpenUSD's time-value documentation explains that when a targeted layer specifies timeCodesPerSecond, TimeCode coordinates and animated value coordinates are automatically scaled into the time frame defined by the source layer's timeCodesPerSecond.
Options B , C , and D are incorrect because USD does not automatically rotate geometry for different upAxis, scale geometry for different metersPerUnit, or convert physics mass semantics for different kilogramsPerUnit.
Those require pipeline conventions, validation, or corrective transforms. This aligns with Pipeline Development # Stage Metadata, Units, TimeCode Scaling, Asset Assembly, and Pipeline Validation .


NEW QUESTION # 62
In the shading workstream example, what file was created to store material bindings?

Answer: B

Explanation:
A separate shading.usd file was authored to store material definitions and bindings.


NEW QUESTION # 63
Which Python API call would you use to set the kind of a prim?

Answer: A

Explanation:
SetKind() assigns a kind to a prim.


NEW QUESTION # 64
Why is it important to keep layer stacks manageable?

Answer: D

Explanation:
Large and complex stacks make resolving opinions slower and add performance costs.


NEW QUESTION # 65
What naming convention might indicate a public prim?

Answer: A

Explanation:
Capitalized prim names often indicate public-facing elements, while underscores can signal internal use.


NEW QUESTION # 66
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