Autodesk OPEN SOURCE USD plugins for importing and exporting scenes to usd

Great NEWS! Autodesk have released their OPEN-SOURCE version of their usd import export code for 3dsmax. This is really powerful and shows us the possibility of true open-source universal USD support. Please consider using their usd exporter over our connector at this time.

GitHub - Autodesk/3dsmax-usd: OpenUSD plugin for 3ds Max

GitHub - Autodesk/maya-usd: A common USD (Universal Scene Description) plugin for Autodesk Maya

@Richard3D ,

My usual workflow for transferring my 3dsmax 2023 content to USD was with the connector which transfer models and materials with texture maps (Physical material in max) into usd file and these models will be in OmniPBR material shader type when open in omniverse which allows me to modified their values and replaced their texture file input easily which is very versatile.

Trying out the native exporter from Autodesk be it in 3dsmax 2023/2025 gives a different USD output , 3D model is work but materials/textures can only be exporter out as either usd preview or materialx but either way they open in omniverse as a material shader that can’t be modified/edited as easily as the OmniPBR material type. Is there a new workflow or work around for this at the moment that will allow the material shader to be open as OmniPBR by default in omniverse ?

Thank you.

You can probably write a script to convert one type to another. But honestly, I have always said, do all of your material work inside of Omniverse. Just get the raw geometry in and then apply new, fresh materials in Omniverse. Much easier that worrying about converting materials. If you want to make some simple “holding materials” in 3dsmax, just to make it easy for selection, you can do that as well. For example, if you have less that 50 parts, maybe not worth it. But if you had 1000 parts, if might be worth applying a material just to give your that selection in Omniverse, that you can easily swap out.

So
“metal” >>> “shiny_aluminium”