How to Use LOD (Level of Detail) in USD Composer?

Hello,

I’m currently working with USD Composer and trying to visualize LOD (Level of Detail) changes in my scene. My goal is to see how the triangle count changes when switching between different LOD levels, especially under Windows > Utilities > States > RTX Scene > Triangles for all unique mesh.

However, I couldn’t find any options or properties related to “LOD” or “Level of Detail” in the interface. I also tried creating LOD variants using the Python USD API, but I’m not sure how to make USD Composer recognize and switch between those LOD levels.

Could someone please guide me on:

  1. How to properly define LODs in a USD file so that USD Composer can use them?

  2. Whether USD Composer supports LOD switching or visualization?

  3. Any sample projects or documentation that demonstrate LOD usage in USD Composer?

I’m new to USD and Python API, so any help or step-by-step guidance would be greatly appreciated.

Thank you!

We do not support traditional approaches to LOD, because this is not a games engine. LOD is really designed for game optimization. The concept of Omniverse is full fidelity all the time, in realtime. However, we do support some form of “geometry streaming” with auto generated LODs, handled by the optimization engine. You can read more about it here. RTX - Common — Omniverse Materials and Rendering