Hello, I’m new to NVIDIA Omniverse and would greatly appreciate your guidance. Recently, I’ve been trying to export a colored 3D volume model from ParaView to Omniverse by importing a locally saved USD file. Below are some details regarding my current setup:
I would be very grateful for any advice or suggestions on how to ensure the volume color information is correctly displayed in Omniverse.
Thank you in advance!
Hello there and thanks for the question. I am not sure that we support type of colored volume information in kit. Can you send me the usd file so I can take a look at it.
Secondly you have no lighting in there so it will of course appear dead and black. Because you have no lighting, it is trying to display “something” with the default lighting, but that is on black, so essentially not. Go to that upper right hand corner menu where it says “default” and select something brighter with an actual background where you can see whatever color information is there.
Thanks for your help!
These are my usd file transfered from vtk group file by paraview. I have changed the lighting to colored lights and the representation of volume remain the same(no color). But under same light setting, my usd file can show correct color in surface representation(as shown in the figure).
You can also try our specific VDB, CFD renderer called RTX Scientific. You can find it in the Extension Manager. It handles complex volumes a lot better.
I think there might be a misunderstanding – I was able to get the surface representation to show the correct colors under colored lights. However, the volume representation is still not displaying the expected colors, even under the same lighting setup.
Just to clarify: this issue only occurs with the volume mode (not surface), and it happens in USD Composer after exporting from ParaView using the Omniverse connector.
Do you have any suggestions on how to fix the volume color rendering issue?
Yes. I am saying that we do not support VDB volume color in USD Composer in the standard RTX renderer. But we DO in the RTX Scientific renderer as I mentioned. Try that.