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NVIDIA NCP-OUSD Exam Syllabus Topics:

TopicDetails
Topic 1
  • Pipeline Development: Covers high-level pipeline design tasks including asset management, versioning, USD exporter hooks, build configurations, and dependency management.
Topic 2
  • Visualization: Covers working with UsdGeom, UsdShade, and UsdLux domains, including meshes, cameras, materials, and lights used across common USD workflows.
Topic 3
  • Data Exchange: Covers creating data mapping documents and building custom importers, exporters, and scripts to interchange data with OpenUSD pipelines.
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
  • Debugging and Troubleshooting: Covers introspecting USD stages to resolve composition issues, fix poorly authored data, and optimize scene load and render performance.

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NVIDIA-Certified Professional: OpenUSD Development (NCP-OUSD) Sample Questions (Q35-Q40):

NEW QUESTION # 35
Which of the following can be animated with time samples?

Answer: A

Explanation:
Any attribute with Set(value, time=...) can be animated.


NEW QUESTION # 36
Another department at your company has provided layer1.usda that has a Sphere Gprim with animated timeValues that translate the sphere along the Y-axis:
#usda 1.0
(
endTimeCode = 60
startTimeCode = 1
)
def Xform "Asset"
{
def Sphere "Sphere"
{
double3 xformOp:translate.timeSamples = {
1: (0, 5.0, 0)
30: (0, -5.0, 0)
60: (0, 5.0, 0)
}
uniform token[] xformOpOrder = ["xformOp:translate"]
}
}
You've been given rootLayer.usda that references Sphere from layer1.usda as follows:
#usda 1.0
(
endTimeCode = 60
startTimeCode = 1
)
def Xform "World"
{
def Sphere "Sphere" (
prepend references = @./layer1.usda@ < /Asset/Sphere >
)
{
}
}
For testing purposes, you want to check what Sphere would look like if it was at (0, -5.0, 0) at timeCode = 45.
Which of the following changes in rootLayer.usda would place Sphere at -5.0 in the Y-axis at timeCode 45?
Note that it is okay if the position of Sphere at other timeCodes is changed. Choose two.

Answer: B,D

Explanation:
At timeCode 45, the referenced animation from layer1.usda interpolates between the samples at 30 and 60.
Since the Y values are -5.0 at frame 30 and 5.0 at frame 60, the interpolated local translate at frame 45 is 0.0.
Option A works because adding a parent transform on /World at frame 45 contributes an additional Y translation of -5.0; combined with the sphere's interpolated local value of 0.0, the resulting placement is Y =
-5.0.
Option C also works because a layer offset retimes animation across a reference. NVIDIA defines a layer offset as an adjustment to time values when composing layers through references, payloads, or sublayers, using offset and scale to retime animated data non-destructively. With offset = 15, the source sample at frame
30 is composed at frame 45, so the referenced sphere evaluates to Y = -5.0 at root time 45. Value resolution accounts for layer offsets and interpolation of time samples.
Option B only changes timeline metadata and does not retime or override the animation. Option D interpolates between -2.5 at frame 30 and -5.0 at frame 60, producing -3.75 at frame 45, not -5.0. This aligns with Composition # References, Layer Offsets, Time Samples, and Value Resolution .


NEW QUESTION # 37
Why might you choose a payload instead of a reference in rare cases?

Answer: D

Explanation:
Payloads are weaker than references and support deferred loading, which can be beneficial in specific workflows.


NEW QUESTION # 38
How does USD handle multiple authored values over time?

Answer: D

Explanation:
USD allows multiple authored time samples for animation.


NEW QUESTION # 39
Consider the following HelloWorld.usda OpenUSD layer:
#usda 1.0
(
defaultPrim = "hello"
)
def Xform "hello"
{
double3 xformOp:translate = (4, 5, 6)
uniform token[] xformOpOrder = ["xformOp:translate"]
def Sphere "world"
{
float3[] extent = [(-2, -2, -2), (2, 2, 2)]
color3f[] primvars:displayColor = [(0, 0, 1)]
double radius = 2
}
}
What would be the output of the following Python snippet?
from pxr import Usd
refStage = Usd.Stage.CreateInMemory()
refSphere = refStage.OverridePrim("/refSphere")
refSphere.GetReferences().AddReference("./HelloWorld.usda")
print(refStage.GetRootLayer().ExportToString())

Answer: C

Explanation:
The Python snippet authors a reference opinion directly on the prim /refSphere in a new anonymous root layer. Usd.Stage.CreateInMemory() creates an empty stage, and OverridePrim("/refSphere") authors an over prim spec because no concrete type is being defined. The call refSphere.GetReferences().AddReference(".
/HelloWorld.usda") adds a reference composition arc to that same prim, so the root layer serializes the opinion as prepend references = @./HelloWorld.usda@.
Option C is correct because ExportToString() prints the authored contents of the root layer, not the fully expanded composed result of the referenced asset. The referenced HelloWorld.usda layer has defaultPrim =
"hello", so omitting a prim path in AddReference() targets the referenced layer's default prim. NVIDIA's reference documentation explains that a reference may omit the prim path when the referenced layer has a default prim, and the target prim will be resolved from that metadata. ( docs.nvidia.com ) Option A is incorrect because the reference is not authored under /hello; /hello exists only inside the referenced file. Option B is incomplete because it omits the reference metadata. This aligns with Composition # References, Default Prim, Layer Authoring, and Exported Layer Opinions .


NEW QUESTION # 40
......

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