Nvidia Omniverse

Get Start: Create


Open Apps Create in Library in Omniverse apps
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Import the 3d mesh

Apply/create material:

R click on it → Create → Material → OmniSufrace or OmniPBR
A material is created under Looks
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Apply Texture:

Drag relevant texture images into albedo, reflective, roughness, etc
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Replace the number of texture into <UDIM> (to let omniverse recognize the texture format correctly)
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Set correct color space
Typically sRGB in Albedo, Raw in Roughness, Metallic, and Normal
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If the Normal map doesn’t look right, (un)tick Normal Map Flap VT Tagent
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Apply HDR light:

Create → Dome Light
Drag the HDR exr file in TExtre File of the dome light
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To use default HDR background
Choose in Environment tab, double click on them:
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If don’t see Environment Option column, move the Environment tab to external window (R click) first, click open enivronemnet parameter
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then move back to main window (R click):
Set the parameter to change the HDR light

Rendering setting:

High quality:
Change to RTX interative (Path Tracing), or even RTX Accurate Iray: for more realistic shadow

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