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Export Geometry Cache to USD

The USD side of Export Geometry Cache to Alembic. A deforming cache streamed out to a USD file, one frame at a time.

Export Geometry Cache to USD node

The Export Geometry Cache to USD node

When to use it

The USD side of Export Geometry Cache to Alembic. A deforming cache streamed out to a USD file, one frame at a time.

Prim Path is now written exactly as you type it, defaulting to /mesh. Older exports from this node ignored the setting and always wrote /sculpted_cache. A pipeline still looking for that old path needs pointing at /mesh, or set Prim Path back to /sculpted_cache.

Pins

Pin Type Description
StreamingCache Streaming Geometry Cache The animated cache to write out, sculpt and all.

Settings

Setting Type Description
Prim Path Text Where the mesh sits inside the file, as a path.
Flatten True/False Writes the whole cache as one mesh, with each material slot marked out as a subset. That is the smaller, faster-reading file. Turn it off and you get a separate mesh per material section instead.
Start Frame Whole number First frame to write. Clamped to what the source actually has.
End Frame Whole number Last frame to write, counted in. Leave it at -1 to run through to the end of the source.
Rotation Vector Turns every frame as it is written, in degrees. The default quarter-turn takes MeshMorpher's Z-up over to Y-up, which is what the file declares itself to be. Zero it out and the cache opens lying on its back.
Scale Vector Scale applied along with the rotation. One negative component flips handedness, which is what the -1 on Y is there for.
Flip Mesh True/False Reverses triangle winding on the way out. Off by default here, unlike the Alembic export, because USD reads the corner normals differently.
Invert Normals True/False Flips the normals as they are written. The stock combination of Y-up, the -1 scale and the winding setting already comes out right, so leave this off unless you have changed those and the surface shades inside out.
Use Custom Frame Rate True/False Sets the playback rate yourself instead of taking the one the source reports.
Custom Frame Rate Number Frames per second stamped on the file. Every frame in the range still gets written, so a lower number here plays the same animation slower rather than dropping anything.
Write Velocities True/False Writes how far each vertex moves between frames, which is what a renderer needs to produce motion blur.