Hello @SChris! I will send a feature request ticket over to the dev team to review!
I also have good news! MathWorks has the ability to Export to USD (.usd, .usdc, .usda). You should be able to import those exported USD files into Omniverse!
Here is a link to their documentation: MathWorks - Export to USD
Because they require you to sign in to read it, I’ve posted a copy here. (Please note that the information contained below is reflective as of the date of this post. You will need to use the link above to see if there have been any updates to their documentation.)
Export to USD
RoadRunner can export to the Universal Scene Description (USD) file format.
USD Export
From the File menu, select Export, then USD (.usd, .usdc, .usda) to open the Export USD dialog box.
Specify a path to which to export the file, and click Export. Setting the file extension to .usd
or .usdc
creates a USD binary file. Setting the extension to .usda
creates a USD ASCII file.
Before exporting, you can optionally set these parameters.
Split by Segmentation
Split meshes by their segmentation type. For more details, see Segmentation.
Power of Two Texture Dimensions
Resize the dimensions of exported textures by rounding them up to the next highest power of two.
Export to Tiles
Split the meshes per tile. This parameter also groups props by the tile that they are in.
By default, only one file is exported. Tiles are stored in separate nodes.
The Tile Size parameter specifies the (x,y) dimensions of the exported tiles. Units are in pixels.
The Tile Center parameter specifies the (x,y) location of the tile centers, which is (0,0) by default.
If you enable the Export Individual Tiles parameter, then RoadRunner exports each tile as a separate file. The files follow this naming convention: ExportedFileName_Tile_0_0.ext, ExportedFileName_Tile_1_0.ext
, and so on.
Limitations
There are several limitations with the UsdPreviewSurface
schema, which limits the ability to map RoadRunner materials to USD materials. Here is a list of known issues:
UsdPreviewSurface
cannot support diffuse color scaling and vertex coloring at the same time. RoadRunner sets the texture reader’s scale to the diffuse color of the material. However, vertex colors and a primvar
reader for them are still included if you want to use them.
Because UsdPreviewSurface
does not support specifying a rendering order, overlapping transparent surfaces are not supported.
Because the double-sided attribute is stored per mesh instead of per material, it is not exported. Therefore, some props (mainly trees) might not render properly.