USD Parsing and Schema Resolver System#

Newton provides USD (Universal Scene Description) ingestion and schema resolver pipelines that enable integration of physics assets authored for different simulation solvers.

Understanding USD and UsdPhysics#

USD (Universal Scene Description) is Pixar’s open-source framework for interchange of 3D computer graphics data. It provides an ecosystem for describing 3D scenes with hierarchical composition, animation, and metadata. UsdPhysics is the standard USD schema for physics simulation, defining for instance:

  • Rigid bodies (UsdPhysics.RigidBodyAPI)

  • Collision shapes (UsdPhysics.CollisionAPI)

  • Joints and constraints (UsdPhysics.Joint)

  • Materials and contact properties (UsdPhysics.MaterialAPI)

  • Scene-level physics settings (UsdPhysics.Scene)

However, UsdPhysics provides only a basic foundation. Different physics solvers like PhysX and MuJoCo often require additional attributes not covered by these standard schemas. PhysX and MuJoCo have their own schemas for describing physics assets. While some of these attributes are conceptually common between many solvers, many are solver-specific. Even among the common attributes, the names and semantics may differ and they are only conceptually similar. Therefore, some transformation is needed to make these attributes usable by Newton. Newton’s schema resolver system automatically handles these differences, allowing assets authored for any solver to work with Newton’s simulation. See Schema Resolvers for more details.

Newton’s USD Import System#

Newton’s newton.ModelBuilder.add_usd() method provides a USD import pipeline that:

  • Parses standard UsdPhysics schema for basic rigid body simulation setup

  • Resolves common solver attributes that are conceptually similar between different solvers through configurable schema resolvers

  • Handles priority-based attribute resolution when multiple solvers define conflicting values for conceptually similar properties

  • Collects solver-specific attributes preserving solver-native attributes for potential use in the solver

  • Supports parsing of custom Newton model/state/control attributes for specialized simulation requirements

Material Color Spaces#

Newton stores imported mesh colors and base-color textures in display/sRGB space, matching the rest of the public model API. During USD import, scalar UsdPreviewSurface diffuseColor and baseColor values are resolved from the authored input and normalized to that Newton convention.

If a scalar color has no USD color-space metadata, Newton follows the USD Preview Surface convention and treats it as linear Rec.709 before converting it to display/sRGB. If the attribute has authored colorSpace metadata or inherits a color space through UsdColorSpaceAPI, Newton uses Usd.ColorSpaceAPI.ComputeColorSpaceName to determine the effective color space. Linear/raw color spaces are converted to display/sRGB; display/sRGB colors such as srgb_rec709_scene are kept as authored.

Texture inputs are handled similarly at the color-texture boundary. Newton reads UsdUVTexture.sourceColorSpace first, falls back to color-space metadata on the file attribute, and converts linear/raw color textures to display/sRGB when they are loaded. Display/sRGB textures stay display-encoded.

Mass and Inertia Precedence#

See also

Mass and Inertia for general concepts: the programmatic API, density-based inference, and finalize-time validation.

For rigid bodies with UsdPhysics.MassAPI applied, Newton resolves each inertial property (mass, inertia, center of mass) independently. Authored attributes take precedence; UsdPhysics.RigidBodyAPI.ComputeMassProperties(...) provides baseline values for the rest.

  1. newton:inertia (from NewtonMassAPI) is a compact 6-element symmetric tensor [Ixx, Iyy, Izz, Ixy, Ixz, Iyz] already in the body frame. When authored, it overrides physics:diagonalInertia and physics:principalAxes.

  2. Authored physics:mass, physics:diagonalInertia, and physics:centerOfMass are applied directly when present. If physics:principalAxes is missing, identity rotation is used.

  3. When physics:mass is authored but inertia is not, the inertia accumulated from collision shapes is scaled by authored_mass / accumulated_mass. Shell colliders (newton:massModel = "shell") contribute shell-derived inertia to the accumulation before this scaling is applied.

  4. For any remaining unresolved properties, Newton falls back to UsdPhysics.RigidBodyAPI.ComputeMassProperties(...). In this fallback path, collider contributions use a two-level precedence:

    1. If collider UsdPhysics.MassAPI has authored mass and diagonalInertia, those authored values are converted to unit-density collider mass information.

    2. Otherwise, Newton derives unit-density collider mass information from collider geometry. When NewtonMassAPI is applied to the collider, newton:massModel controls whether inertia is derived from the full volume ("solid", default) or a thin shell at the surface ("shell"). For shell shapes, newton:shellThickness sets the wall thickness [m] measured inward from the outer surface; the sentinel -inf (default) falls back to newton:contactMargin.

    A collider is skipped (with warning) only if neither path provides usable collider mass information.

    Note

    The callback payload provided by Newton in this path is unit-density collider shape information (volume/COM/inertia basis). Collider density authored via UsdPhysics.MassAPI (for example, physics:density) or via bound UsdPhysics.MaterialAPI is still applied by USD during ComputeMassProperties(...). In other words, unit-density callback data does not mean authored densities are ignored.

If resolved mass is non-positive, inverse mass is set to 0.

Tip

For the most predictable results, fully author physics:mass, physics:diagonalInertia, physics:principalAxes, and physics:centerOfMass on each rigid body. This avoids any fallback heuristics and is also the fastest import path since ComputeMassProperties(...) can be skipped entirely.

Schema Resolvers#

Schema resolvers bridge the gap between solver-specific USD schemas and Newton’s internal representation. They remap attributes authored for PhysX, MuJoCo, or other solvers to the equivalent Newton properties, handle priority-based resolution when multiple solvers define the same attribute, and collect solver-native attributes for inspection or custom pipelines.

Experimental

The schema_resolvers argument in newton.ModelBuilder.add_usd() may change without prior notice.

Solver Attribute Remapping#

When working with USD assets authored for other physics solvers like PhysX or MuJoCo, Newton’s schema resolver system can automatically remap various solver attributes to Newton’s internal representation. This enables Newton to use physics properties from assets originally designed for other simulators without manual conversion.

The following tables show examples of how solver-specific attributes are mapped to Newton’s internal representation. Some attributes map directly while others require mathematical transformations.

PhysX Attribute Remapping Examples:

The table below shows PhysX attribute remapping examples:

PhysX Attribute Remapping#

PhysX Attribute

Newton Equivalent

Transformation

physxJoint:armature

armature

Direct mapping

physxArticulation:enabledSelfCollisions

self_collision_enabled (per articulation)

Direct mapping

Newton articulation remapping:

On articulation root prims (with PhysicsArticulationRootAPI or NewtonArticulationRootAPI), the following is resolved:

Newton Articulation Remapping#

Newton Attribute

Resolved key

Transformation

newton:selfCollisionEnabled

self_collision_enabled

Direct mapping

The parser resolves self_collision_enabled from either newton:selfCollisionEnabled or physxArticulation:enabledSelfCollisions (in resolver priority order). The enable_self_collisions argument to newton.ModelBuilder.add_usd() is used as the default when neither attribute is authored.

MuJoCo Attribute Remapping Examples:

The table below shows MuJoCo attribute remapping examples, including both direct mappings and transformations:

MuJoCo Attribute Remapping#

MuJoCo Attribute

Newton Equivalent

Transformation

mjc:armature

armature

Direct mapping

mjc:margin, mjc:gap

margin

margin = mjc:margin - mjc:gap

Example USD with remapped attributes:

The following USD example demonstrates how PhysX attributes are authored in a USD file. The schema resolver automatically applies the transformations shown in the table above during import:

#usda 1.0

def PhysicsScene "Scene" (
    prepend apiSchemas = ["PhysxSceneAPI"]
) {
    # PhysX scene settings that Newton can understand
    uint physxScene:maxVelocityIterationCount = 16  # → max_solver_iterations = 16
}

def RevoluteJoint "elbow_joint" (
    prepend apiSchemas = ["PhysxJointAPI", "PhysxLimitAPI:angular"]
) {
    # PhysX joint attributes remapped to Newton
    float physxJoint:armature = 0.1  # → armature = 0.1
    # PhysX limit attributes (applied via PhysxLimitAPI:angular)
    float physxLimit:angular:stiffness = 1000.0  # → limit_angular_ke = 1000.0
    float physxLimit:angular:damping = 10.0  # → limit_angular_kd = 10.0

    # Initial joint state
    float state:angular:physics:position = 1.57  # → joint_q = 1.57 rad
}

def Mesh "collision_shape" (
    prepend apiSchemas = ["PhysicsCollisionAPI", "PhysxCollisionAPI"]
) {
    # PhysX collision settings (gap = contactOffset - restOffset)
    float physxCollision:contactOffset = 0.05
    float physxCollision:restOffset = 0.01   # → gap = 0.04
}

Priority-Based Resolution#

When multiple physics solvers define conflicting attributes for the same property, the user can define which solver attributes should be preferred by configuring the resolver order.

Resolution Hierarchy:

The attribute resolution process follows a three-layer fallback hierarchy to determine which value to use:

  1. Authored Values: Resolvers are queried in priority order; the first resolver that finds an authored value on the prim returns it and remaining resolvers are not consulted.

  2. Importer Defaults: If no authored value is found, Newton’s importer uses a property-specific fallback (e.g. builder.default_joint_cfg.armature for joint armature). This takes precedence over schema-level defaults.

  3. Approximated Schema Defaults: If neither an authored value nor an importer default is available, Newton falls back to a hardcoded approximation of each solver’s schema default, defined in Newton’s resolver mapping. These approximations will be replaced by actual USD schema defaults in a future release.

Configuring Resolver Priority:

The order of resolvers in the schema_resolvers list determines priority, with earlier entries taking precedence. To demonstrate this, consider a USD asset where the same joint has conflicting armature values authored for different solvers:

def RevoluteJoint "shoulder_joint" {
    float newton:armature = 0.01
    float physxJoint:armature = 0.02
    float mjc:armature = 0.03
}

By changing the order of resolvers in the schema_resolvers list, different attribute values will be selected from the same USD file. The following examples show how the same asset produces different results based on resolver priority:

from newton import ModelBuilder
from newton.usd import SchemaResolverMjc, SchemaResolverNewton, SchemaResolverPhysx

builder = ModelBuilder()

# Configuration 1: Newton priority
result_newton = builder.add_usd(
    source="conflicting_asset.usda",
    schema_resolvers=[SchemaResolverNewton(), SchemaResolverPhysx(), SchemaResolverMjc()]
)
# Result: Uses newton:armature = 0.01

# Configuration 2: PhysX priority
builder2 = ModelBuilder()
result_physx = builder2.add_usd(
    source="conflicting_asset.usda",
    schema_resolvers=[SchemaResolverPhysx(), SchemaResolverNewton(), SchemaResolverMjc()]
)
# Result: Uses physxJoint:armature = 0.02

# Configuration 3: MuJoCo priority
builder3 = ModelBuilder()
result_mjc = builder3.add_usd(
    source="conflicting_asset.usda",
    schema_resolvers=[SchemaResolverMjc(), SchemaResolverNewton(), SchemaResolverPhysx()]
)
# Result: Uses mjc:armature = 0.03

Solver-Specific Attribute Collection#

Some attributes are solver-specific and cannot be directly used by Newton’s simulation. The schema resolver system preserves these solver-specific attributes during import, making them accessible as part of the parsing results. This is useful for:

  • Debugging and inspection of solver-specific properties

  • Future compatibility when Newton adds support for additional attributes

  • Custom pipelines that need to access solver-native properties

  • Sim-to-sim transfer where you might need to rebuild assets for other solvers

Solver-Specific Attribute Namespaces:

Each solver has its own namespace prefixes for solver-specific attributes. The table below shows the namespace conventions and provides examples of attributes that would be collected from each solver:

Solver-Specific Namespaces#

Engine

Namespace Prefixes

Example Attributes

PhysX

physx, physxScene, physxRigidBody, physxCollision, physxArticulation

physxArticulation:enabledSelfCollisions, physxSDFMeshCollision:meshScale

MuJoCo

mjc

mjc:model:joint:testMjcJointScalar, mjc:state:joint:testMjcJointVec3

Newton

newton

newton:maxHullVertices, newton:contactGap

Accessing Collected Solver-Specific Attributes:

The collected attributes are returned in the result dictionary and can be accessed by solver namespace:

from newton import ModelBuilder
from newton.usd import SchemaResolverNewton, SchemaResolverPhysx

builder = ModelBuilder()
result = builder.add_usd(
    source="physx_humanoid.usda",
    schema_resolvers=[SchemaResolverPhysx(), SchemaResolverNewton()],
)

# Access collected solver-specific attributes
solver_attrs = result.get("schema_attrs", {})

if "physx" in solver_attrs:
    physx_attrs = solver_attrs["physx"]
    for prim_path, attrs in physx_attrs.items():
        if "physxJoint:armature" in attrs:
            armature_value = attrs["physxJoint:armature"]
            print(f"PhysX joint {prim_path} has armature: {armature_value}")

Custom Attributes from USD#

USD assets can define custom attributes that become part of the model/state/control attributes, see Custom Attributes for more information. Besides the programmatic way of defining custom attributes through the newton.ModelBuilder.add_custom_attribute() method, Newton’s USD importer also supports declaring custom attributes from within a USD stage.

Overview:

Custom attributes enable users to:

  • Extend Newton’s data model with application-specific properties

  • Store per-body/joint/dof/shape data directly in USD assets

  • Implement custom simulation behaviors driven by USD-authored data

  • Organize related attributes using namespaces

Declaration-First Pattern:

Custom attributes must be declared on the PhysicsScene prim with metadata before being used on individual prims:

  1. Declare on PhysicsScene: Define attributes with customData metadata specifying assignment and frequency

  2. Assign on individual prims: Override default values using shortened attribute names

Declaration Format:

custom <type> newton:namespace:attr_name = default_value (
    customData = {
        string assignment = "model|state|control|contact"
        string frequency = "body|shape|joint|joint_dof|joint_coord|articulation"
    }
)

Where:

  • namespace (optional): Custom namespace for organizing related attributes (omit for default namespace)

  • attr_name: User-defined attribute name

  • assignment: Storage location (model, state, control, contact)

  • frequency: Per-entity granularity (body, shape, joint, joint_dof, joint_coord, articulation)

Supported Data Types:

The system automatically infers data types from authored USD values. The following table shows the mapping between USD types and Warp types used internally by Newton:

Custom Attribute Data Types#

USD Type

Warp Type

Example

float

wp.float32

Scalar values

bool

wp.bool

Boolean flags

int

wp.int32

Integer values

float2

wp.vec2

2D vectors

float3

wp.vec3

3D vectors, positions

float4

wp.vec4

4D vectors

quatf/quatd

wp.quat

Quaternions (with automatic reordering)

Assignment Types:

The assignment field in the declaration determines where the custom attribute data will be stored. The following table describes each assignment type and its typical use cases:

Custom Attribute Assignments#

Assignment

Storage Location

Use Cases

model

Model object

Static configuration, physical properties, metadata

state

State object

Dynamic quantities, targets, sensor readings

control

Control object

Control parameters, actuator settings, gains

contact

Contact container

Contact-specific properties (future use)

USD Authoring with Custom Attributes:

The following USD example demonstrates the complete workflow for authoring custom attributes. Note how attributes are first declared on the PhysicsScene with their metadata, then assigned with specific values on individual prims:

# robot_with_custom_attrs.usda
#usda 1.0

def PhysicsScene "physicsScene" {
    # Declare custom attributes with metadata (default namespace)
    custom float newton:mass_scale = 1.0 (
        customData = {
            string assignment = "model"
            string frequency = "body"
        }
    )
    custom float3 newton:local_marker = (0.0, 0.0, 0.0) (
        customData = {
            string assignment = "model"
            string frequency = "body"
        }
    )
    custom bool newton:is_sensor = false (
        customData = {
            string assignment = "model"
            string frequency = "body"
        }
    )
    custom float3 newton:target_position = (0.0, 0.0, 0.0) (
        customData = {
            string assignment = "state"
            string frequency = "body"
        }
    )

    # Declare namespaced custom attributes (namespace_a)
    custom float newton:namespace_a:mass_scale = 1.0 (
        customData = {
            string assignment = "state"
            string frequency = "body"
        }
    )
    custom float newton:namespace_a:gear_ratio = 1.0 (
        customData = {
            string assignment = "model"
            string frequency = "joint"
        }
    )
    custom float2 newton:namespace_a:pid_gains = (0.0, 0.0) (
        customData = {
            string assignment = "control"
            string frequency = "joint"
        }
    )

    # Articulation frequency attribute
    custom float newton:articulation_stiffness = 100.0 (
        customData = {
            string assignment = "model"
            string frequency = "articulation"
        }
    )
}

def Xform "robot_body" (
    prepend apiSchemas = ["PhysicsRigidBodyAPI"]
) {
    # Assign values to declared attributes (default namespace)
    custom float newton:mass_scale = 1.5
    custom float3 newton:local_marker = (0.1, 0.2, 0.3)
    custom bool newton:is_sensor = true
    custom float3 newton:target_position = (1.0, 2.0, 3.0)

    # Assign values to namespaced attributes (namespace_a)
    custom float newton:namespace_a:mass_scale = 2.5
}

def RevoluteJoint "joint1" {
    # Assign joint attributes (namespace_a)
    custom float newton:namespace_a:gear_ratio = 2.25
    custom float2 newton:namespace_a:pid_gains = (100.0, 10.0)
}

# Articulation frequency attributes must be defined on the prim with PhysicsArticulationRootAPI
def Xform "robot_articulation" (
    prepend apiSchemas = ["PhysicsArticulationRootAPI"]
) {
    # Assign articulation-level attributes
    custom float newton:articulation_stiffness = 150.0
}

Note

Attributes with frequency = "articulation" store per-articulation values and must be authored on USD prims that have the PhysicsArticulationRootAPI schema applied.

Accessing Custom Attributes in Python:

After importing the USD file with the custom attributes shown above, they become accessible as properties on the appropriate objects (Model, State, or Control) based on their assignment. The following example shows how to import and access these attributes:

from newton import ModelBuilder

builder = ModelBuilder()

# Import the USD file with custom attributes (from example above)
result = builder.add_usd(
    source="robot_with_custom_attrs.usda",
)

model = builder.finalize()
state = model.state()
control = model.control()

# Access default namespace model-assigned attributes
body_mass_scale = model.mass_scale.numpy()        # Per-body scalar
local_markers = model.local_marker.numpy()        # Per-body vec3
sensor_flags = model.is_sensor.numpy()            # Per-body bool

# Access default namespace state-assigned attributes
target_positions = state.target_position.numpy()  # Per-body vec3

# Access namespaced attributes (namespace_a)
# Note: Same attribute name can exist in different namespaces with different assignments
namespaced_mass = state.namespace_a.mass_scale.numpy()  # Per-body scalar (state assignment)
gear_ratios = model.namespace_a.gear_ratio.numpy()       # Per-joint scalar
pid_gains = control.namespace_a.pid_gains.numpy()        # Per-joint vec2

arctic_stiff = model.articulation_stiffness.numpy()      # Per-articulation scalar

Namespace Isolation:

Attributes with the same name in different namespaces are completely independent and stored separately. This allows the same attribute name to be used for different purposes across namespaces. In the example above, mass_scale appears in both the default namespace (as a model attribute) and in namespace_a (as a state attribute). These are treated as completely separate attributes with independent values, assignments, and storage locations.

SDF Collision and Hydroelastic Contact#

Newton configures SDF-based mesh collision and hydroelastic contact through the NewtonSDFCollisionAPI codeless schema (applied to Gprim shapes). The schema covers two related but distinct concerns:

  • SDF collision — resolution, narrow band, AABB padding, texture format. These attributes have a one-to-one mapping with PhysX’s PhysxSDFMeshCollisionAPI, so assets authored for PhysX can be ported.

  • Hydroelastic contact — opt-in via newton:hydroelasticEnabled, parameterized by newton:hydroelasticStiffness. Newton-only: PhysX has no equivalent schema, so hydroelastic configuration must be authored fresh on a Newton-ready asset; there is nothing to port.

Collision margin and gap are inherited from NewtonCollisionAPI and covered alongside the SDF mapping below.

Note

NewtonSDFCollisionAPI and NewtonMeshCollisionAPI are independent collision representations and should not be applied to the same prim. If both are present, the importer emits a warning and uses the SDF configuration. Because physics:approximation is inherited from PhysicsMeshCollisionAPI, it is a mesh-collider concept and is ignored (with a warning) on prims that apply NewtonSDFCollisionAPI.

Newton’s USD importer reads only the newton:* attributes. physx*:* attributes are collected by the schema resolver (see Schema Resolvers) but not applied. To make a PhysX-authored asset work in Newton, author the Newton schemas alongside (or in place of) the PhysX ones — manually or with the programmatic helper below.

SDF Attribute Mapping (PhysX ↔ Newton)#

The following tables show the one-to-one mapping between PhysX and Newton schema attributes, along with any unit or semantic differences.

Collision margin (applies to any collider):

PhysX

Newton

Notes

physxCollision:restOffset

newton:contactMargin

Direct mapping [m].

physxCollision:contactOffset

newton:contactGap

Semantic shift — see note below.

Note

Newton’s contactGap is additive on top of contactMargin; PhysX’s contactOffset is measured from the original shape surface. Convert as newton:contactGap = physxCollision:contactOffset - physxCollision:restOffset.

SDF collision configuration (per mesh shape):

PhysX

Newton

Notes

physxSDFMeshCollision:sdfResolution

newton:sdfMaxResolution

Direct mapping; must be divisible by 8.

physxSDFMeshCollision:sdfNarrowBandThickness

newton:sdfNarrowBandInner, newton:sdfNarrowBandOuter

Absolute distances [m]. Split into inner / outer halves — see Narrow band split below.

physxSDFMeshCollision:sdfMargin

newton:sdfPadding

Absolute distance [m]. PhysX authors a fraction of the mesh AABB diagonal; multiply by the diagonal before authoring on Newton.

physxSDFMeshCollision:sdfBitsPerSubgridPixel

newton:sdfTextureFormat

BitsPerPixel8/16/32uint8 / uint16 / float32.

(no equivalent)

newton:sdfTargetVoxelSize

Absolute voxel size [m]; when > 0, overrides sdfMaxResolution.

Note

Narrow band split. PhysX authors a single thickness around the surface. Newton splits it into inner / outer halves: set newton:sdfNarrowBandInner to the negated value and newton:sdfNarrowBandOuter to the positive value in meters (e.g. -0.02 and 0.02).

Hydroelastic Attributes (Newton-only)#

PhysX does not expose a hydroelastic configuration schema for rigid-body contacts, so there is no PhysX attribute to map from. Hydroelastic contacts are authored fresh on NewtonSDFCollisionAPI:

Attribute

Default

Notes

newton:hydroelasticEnabled

false

Opt-in. Both shapes in a contact pair must set true for hydroelastic contacts to be generated.

newton:hydroelasticStiffness

1e10 [N/m³]

Contact stiffness coefficient. Authored alone (without hydroelasticEnabled=true) it is a material parameter and does not turn hydroelastic on.

Hydroelastic contact uses the same SDF representation as SDF collision, so its configuration lives on the same applied API. A mesh that opts into hydroelastic must also have an SDF source (an sdfMaxResolution or sdfTargetVoxelSize authored, or an attached mesh.sdf); the importer validates this at parse time.

Authoring Examples#

A typical PhysX-authored SDF mesh collider looks like this:

#usda 1.0

def Xform "Body"
(
    prepend apiSchemas = ["PhysicsRigidBodyAPI"]
)
{
    def Mesh "CollisionMesh"
    (
        prepend apiSchemas = [
            "PhysicsCollisionAPI",
            "PhysxCollisionAPI",
            "PhysxSDFMeshCollisionAPI",
        ]
    )
    {
        float physxCollision:restOffset = 0.002
        float physxCollision:contactOffset = 0.005
        uint physxSDFMeshCollision:sdfResolution = 256
        float physxSDFMeshCollision:sdfNarrowBandThickness = 0.01
        float physxSDFMeshCollision:sdfMargin = 0.01
        token physxSDFMeshCollision:sdfBitsPerSubgridPixel = "BitsPerPixel16"
    }
}

The same asset using Newton schemas:

#usda 1.0

def Xform "Body"
(
    prepend apiSchemas = ["PhysicsRigidBodyAPI"]
)
{
    def Mesh "CollisionMesh"
    (
        prepend apiSchemas = ["NewtonSDFCollisionAPI"]
    )
    {
        float newton:contactMargin = 0.002
        float newton:contactGap = 0.003
        uniform int newton:sdfMaxResolution = 256
        uniform float newton:sdfNarrowBandInner = -0.02
        uniform float newton:sdfNarrowBandOuter = 0.02
        uniform float newton:sdfPadding = 0.02
        uniform token newton:sdfTextureFormat = "uint16"
    }
}

Two details are worth highlighting:

  • newton:contactGap = 0.003 (PhysX contactOffset=0.005 minus restOffset=0.002), because Newton’s gap is additive on top of the margin.

  • PhysX authors the narrow-band thickness as a fraction of the mesh AABB diagonal; Newton authors absolute distances [m] split into inner/outer halves. For a unit-cube-ish mesh, a PhysX fraction of 0.01 corresponds to roughly ±0.02 m (0.01 * sqrt(3)).

To also opt into hydroelastic contacts, set newton:hydroelasticEnabled=true on the same NewtonSDFCollisionAPI and author newton:hydroelasticStiffness:

def Mesh "CollisionMesh"
(
    prepend apiSchemas = ["NewtonSDFCollisionAPI"]
)
{
    uniform int newton:sdfMaxResolution = 256
    bool newton:hydroelasticEnabled = true
    float newton:hydroelasticStiffness = 1e7
}

Programmatic Porting from PhysX#

The following helper rewrites PhysX SDF attributes to their Newton equivalents on every prim that has PhysxSDFMeshCollisionAPI applied. It is a starting point — edit the token map if your assets use different bit-depth or texture conventions. A defaults argument controls how unauthored PhysX attributes are handled: PortDefaults.NEWTON (default) leaves the corresponding Newton attributes unauthored so the Newton importer applies its own schema defaults, while PortDefaults.PHYSX backfills from the PhysX schema defaults so the ported authoring preserves PhysX-fidelity behavior. The snippet below is executed as part of the documentation test suite, so it doubles as an end-to-end regression against Newton’s importer.

import enum
import math

from pxr import Sdf, Usd, UsdGeom, UsdPhysics

_BITS_TO_FORMAT = {
    "BitsPerPixel8": "uint8",
    "BitsPerPixel16": "uint16",
    "BitsPerPixel32": "float32",
}

# PhysX per-shape schema defaults for SDF attributes. restOffset / contactOffset
# default to -inf in PhysX (defer to scene-level defaults) and therefore have no
# per-shape value to backfill — they are intentionally omitted here.
_PHYSX_DEFAULTS = {
    "physxSDFMeshCollision:sdfResolution": 256,
    "physxSDFMeshCollision:sdfNarrowBandThickness": 0.01,
    "physxSDFMeshCollision:sdfMargin": 0.01,
    "physxSDFMeshCollision:sdfBitsPerSubgridPixel": "BitsPerPixel16",
}


class PortDefaults(enum.Enum):
    """Source for unauthored attributes during porting: ``NEWTON`` leaves
    the Newton attribute unauthored (importer applies its own schema
    defaults); ``PHYSX`` backfills from PhysX schema defaults."""

    NEWTON = "newton"
    PHYSX = "physx"

def _get(prim, name):
    attr = prim.GetAttribute(name)
    if not attr or not attr.HasAuthoredValue():
        return None
    return attr.Get()

def _physx_attr(prim, name, defaults):
    """Read a PhysX attribute, falling back to its schema default in PHYSX mode."""
    v = _get(prim, name)
    if v is None and defaults is PortDefaults.PHYSX:
        return _PHYSX_DEFAULTS.get(name)
    return v

def _set(prim, name, type_name, value):
    prim.CreateAttribute(name, type_name, custom=False).Set(value)

def _has_applied_schema(prim, name):
    # Read apiSchemas metadata directly so detection works even when the
    # schema type is not registered with the USD runtime.
    op = prim.GetMetadata("apiSchemas")
    if op is None:
        return False
    return any(name in items for items in (op.explicitItems, op.prependedItems,
                                           op.appendedItems, op.addedItems,
                                           op.orderedItems) if items)

def _bbox_diag(prim) -> float | None:
    """World-space AABB diagonal [m] of ``prim``, or ``None`` if empty."""
    cache = UsdGeom.BBoxCache(Usd.TimeCode.Default(),
                              includedPurposes=[UsdGeom.Tokens.default_])
    rng = cache.ComputeWorldBound(prim).ComputeAlignedRange()
    if rng.IsEmpty():
        return None
    size = rng.GetSize()
    diag = size.GetLength()
    return float(diag) if diag > 0 else None

def port_physx_sdf_to_newton(
    stage: Usd.Stage, defaults: PortDefaults = PortDefaults.NEWTON,
) -> int:
    """Rewrite PhysxSDFMeshCollisionAPI / PhysxCollisionAPI attrs on each
    prim as NewtonSDFCollisionAPI / NewtonCollisionAPI attrs. Returns the
    number of prims modified. See :class:`PortDefaults` for the meaning of
    ``defaults``."""
    modified = 0
    for prim in stage.Traverse():
        if not _has_applied_schema(prim, "PhysxSDFMeshCollisionAPI"):
            continue

        # Margins: newton:contactMargin == restOffset;
        # newton:contactGap == contactOffset - restOffset. PhysX uses -inf
        # as a "defer to scene default" sentinel on both fields; skip the
        # mapping in that case so we don't write -inf into newton:contactMargin
        # (which has no sentinel).
        rest = _get(prim, "physxCollision:restOffset")
        contact = _get(prim, "physxCollision:contactOffset")
        if rest is not None and rest != float("-inf"):
            _set(prim, "newton:contactMargin", Sdf.ValueTypeNames.Float, float(rest))
        if (
            rest is not None and contact is not None
            and rest != float("-inf") and contact != float("-inf")
        ):
            _set(prim, "newton:contactGap", Sdf.ValueTypeNames.Float,
                 float(contact) - float(rest))

        # SDF resolution (direct).
        res = _physx_attr(prim, "physxSDFMeshCollision:sdfResolution", defaults)
        if res is not None:
            _set(prim, "newton:sdfMaxResolution", Sdf.ValueTypeNames.Int, int(res))

        # PhysX authors narrow band / margin as a fraction of the mesh
        # AABB diagonal. Newton authors absolute distances [m], so
        # multiply by the bbox diagonal at port time.
        diag = _bbox_diag(prim)

        # Narrow band: single fraction -> (inner=-t*diag, outer=+t*diag).
        t = _physx_attr(prim, "physxSDFMeshCollision:sdfNarrowBandThickness", defaults)
        if t is not None and diag is not None:
            abs_t = float(t) * diag
            _set(prim, "newton:sdfNarrowBandInner", Sdf.ValueTypeNames.Float, -abs_t)
            _set(prim, "newton:sdfNarrowBandOuter", Sdf.ValueTypeNames.Float, abs_t)

        # Margin: fraction -> absolute [m] via diag.
        m = _physx_attr(prim, "physxSDFMeshCollision:sdfMargin", defaults)
        if m is not None and diag is not None:
            _set(prim, "newton:sdfPadding", Sdf.ValueTypeNames.Float,
                 float(m) * diag)

        # Texture format token translation.
        bits = _physx_attr(prim, "physxSDFMeshCollision:sdfBitsPerSubgridPixel", defaults)
        if bits is not None:
            fmt = _BITS_TO_FORMAT.get(str(bits))
            if fmt is not None:
                _set(prim, "newton:sdfTextureFormat", Sdf.ValueTypeNames.Token, fmt)

        # Apply the Newton SDF API so the importer honors schema defaults
        # for any attributes left unauthored. NewtonSDFCollisionAPI inherits
        # NewtonCollisionAPI and PhysicsCollisionAPI; listing them explicitly
        # would be redundant.
        prim.AddAppliedSchema("NewtonSDFCollisionAPI")
        modified += 1
    return modified

# Round-trip demo: PhysX-authored stage -> port -> verify.
stage = Usd.Stage.CreateInMemory()
UsdPhysics.Scene.Define(stage, "/World")
body = stage.DefinePrim("/World/Body", "Xform")
UsdPhysics.RigidBodyAPI.Apply(body)
mesh = UsdGeom.Mesh.Define(stage, "/World/Body/CollisionMesh")
mesh.CreatePointsAttr([(-0.5, -0.5, -0.5), (0.5, -0.5, -0.5), (0.5, 0.5, -0.5),
                       (-0.5, 0.5, -0.5), (-0.5, -0.5, 0.5), (0.5, -0.5, 0.5),
                       (0.5, 0.5, 0.5), (-0.5, 0.5, 0.5)])
mesh.CreateFaceVertexCountsAttr([4, 4, 4, 4, 4, 4])
mesh.CreateFaceVertexIndicesAttr([0, 1, 2, 3, 4, 5, 6, 7, 0, 1, 5, 4,
                                  2, 3, 7, 6, 0, 3, 7, 4, 1, 2, 6, 5])
p = mesh.GetPrim()
UsdPhysics.CollisionAPI.Apply(p)
p.AddAppliedSchema("PhysxCollisionAPI")
p.AddAppliedSchema("PhysxSDFMeshCollisionAPI")
p.CreateAttribute("physxCollision:restOffset", Sdf.ValueTypeNames.Float).Set(0.002)
p.CreateAttribute("physxCollision:contactOffset", Sdf.ValueTypeNames.Float).Set(0.005)
p.CreateAttribute("physxSDFMeshCollision:sdfResolution", Sdf.ValueTypeNames.UInt).Set(256)
p.CreateAttribute("physxSDFMeshCollision:sdfNarrowBandThickness",
                  Sdf.ValueTypeNames.Float).Set(0.01)
p.CreateAttribute("physxSDFMeshCollision:sdfMargin", Sdf.ValueTypeNames.Float).Set(0.02)
p.CreateAttribute("physxSDFMeshCollision:sdfBitsPerSubgridPixel",
                  Sdf.ValueTypeNames.Token).Set("BitsPerPixel16")

assert port_physx_sdf_to_newton(stage) == 1

# After porting, each mapped Newton attribute is authored with the
# expected value and the Newton API schemas are applied. Float comparisons
# are approximate because USD stores floats as float32.
def _close(a, b, tol=1e-6):
    return abs(a - b) <= tol

assert _close(_get(p, "newton:contactMargin"), 0.002)
assert _close(_get(p, "newton:contactGap"), 0.003)
assert _get(p, "newton:sdfMaxResolution") == 256
_diag = math.sqrt(3)  # unit cube [-0.5, 0.5]^3
assert _close(_get(p, "newton:sdfNarrowBandInner"), -0.01 * _diag, tol=1e-5)
assert _close(_get(p, "newton:sdfNarrowBandOuter"), 0.01 * _diag, tol=1e-5)
assert _close(_get(p, "newton:sdfPadding"), 0.02 * _diag, tol=1e-5)
assert _get(p, "newton:sdfTextureFormat") == "uint16"
assert _has_applied_schema(p, "NewtonSDFCollisionAPI")

# PHYSX-mode demo: applied API with no authored attrs -> backfill from PhysX defaults.
stage2 = Usd.Stage.CreateInMemory()
mesh2 = UsdGeom.Mesh.Define(stage2, "/Body/CollisionMesh")
mesh2.CreatePointsAttr([(-0.5, -0.5, -0.5), (0.5, -0.5, -0.5), (0.5, 0.5, -0.5),
                        (-0.5, 0.5, -0.5), (-0.5, -0.5, 0.5), (0.5, -0.5, 0.5),
                        (0.5, 0.5, 0.5), (-0.5, 0.5, 0.5)])
mesh2.CreateFaceVertexCountsAttr([4, 4, 4, 4, 4, 4])
mesh2.CreateFaceVertexIndicesAttr([0, 1, 2, 3, 4, 5, 6, 7, 0, 1, 5, 4,
                                   2, 3, 7, 6, 0, 3, 7, 4, 1, 2, 6, 5])
p2 = mesh2.GetPrim()
p2.AddAppliedSchema("PhysxSDFMeshCollisionAPI")
assert port_physx_sdf_to_newton(stage2, defaults=PortDefaults.PHYSX) == 1
assert _get(p2, "newton:sdfMaxResolution") == 256
assert _close(_get(p2, "newton:sdfNarrowBandOuter"), 0.01 * _diag, tol=1e-5)
assert _close(_get(p2, "newton:sdfPadding"), 0.01 * _diag, tol=1e-5)
assert _get(p2, "newton:sdfTextureFormat") == "uint16"

# NEWTON mode (default): leave Newton attrs unauthored; importer applies its own schema defaults.
stage3 = Usd.Stage.CreateInMemory()
mesh3 = UsdGeom.Mesh.Define(stage3, "/Body/CollisionMesh")
mesh3.CreatePointsAttr([(-0.5, -0.5, -0.5), (0.5, -0.5, -0.5), (0.5, 0.5, -0.5),
                        (-0.5, 0.5, -0.5), (-0.5, -0.5, 0.5), (0.5, -0.5, 0.5),
                        (0.5, 0.5, 0.5), (-0.5, 0.5, 0.5)])
mesh3.CreateFaceVertexCountsAttr([4, 4, 4, 4, 4, 4])
mesh3.CreateFaceVertexIndicesAttr([0, 1, 2, 3, 4, 5, 6, 7, 0, 1, 5, 4,
                                   2, 3, 7, 6, 0, 3, 7, 4, 1, 2, 6, 5])
p3 = mesh3.GetPrim()
p3.AddAppliedSchema("PhysxSDFMeshCollisionAPI")
assert port_physx_sdf_to_newton(stage3) == 1  # default is PortDefaults.NEWTON
assert _get(p3, "newton:sdfMaxResolution") is None
assert _get(p3, "newton:sdfNarrowBandOuter") is None
assert _get(p3, "newton:sdfPadding") is None
assert _has_applied_schema(p3, "NewtonSDFCollisionAPI")

# Xform-scale demo: PhysX fractional SDF distances are fractions of the
# SCALED collision shape's AABB, so we use ComputeWorldBound (which
# captures ancestor xformOps) rather than ComputeLocalBound.
import pxr.Gf as _Gf  # noqa: PLC0415
stage4 = Usd.Stage.CreateInMemory()
parent = UsdGeom.Xform.Define(stage4, "/Body")
parent.AddScaleOp().Set(_Gf.Vec3f(2.0, 3.0, 1.0))
mesh4 = UsdGeom.Mesh.Define(stage4, "/Body/CollisionMesh")
mesh4.CreatePointsAttr([(-0.5, -0.5, -0.5), (0.5, -0.5, -0.5), (0.5, 0.5, -0.5),
                        (-0.5, 0.5, -0.5), (-0.5, -0.5, 0.5), (0.5, -0.5, 0.5),
                        (0.5, 0.5, 0.5), (-0.5, 0.5, 0.5)])
mesh4.CreateFaceVertexCountsAttr([4, 4, 4, 4, 4, 4])
mesh4.CreateFaceVertexIndicesAttr([0, 1, 2, 3, 4, 5, 6, 7, 0, 1, 5, 4,
                                   2, 3, 7, 6, 0, 3, 7, 4, 1, 2, 6, 5])
p4 = mesh4.GetPrim()
p4.AddAppliedSchema("PhysxSDFMeshCollisionAPI")
p4.CreateAttribute("physxSDFMeshCollision:sdfMargin", Sdf.ValueTypeNames.Float).Set(0.01)
assert port_physx_sdf_to_newton(stage4) == 1
# Scaled world-space diagonal: sqrt((1*2)^2 + (1*3)^2 + (1*1)^2) = sqrt(14)
_scaled_diag = math.sqrt(14.0)
assert _close(_get(p4, "newton:sdfPadding"), 0.01 * _scaled_diag, tol=1e-5)

The helper leaves the original PhysxSDFMeshCollisionAPI attributes in place so the asset continues to work with PhysX; you can optionally remove them after verifying the Newton import.

Tip

Applying NewtonSDFCollisionAPI declares the prim’s SDF configuration. The importer fills in schema defaults for any attributes that are not authored (e.g. sdfMaxResolution=64; sdfPadding defaults to the value of newton:contactGap).

For mesh shapes, applying the API causes ModelBuilder.finalize() to build a deferred SDF on the underlying Mesh. For primitive shapes (sphere, box, capsule, cylinder, cone, ellipsoid), the SDF parameters are recorded but no texture SDF is generated unless newton:hydroelasticEnabled = true is also set — primitive texture SDFs are produced today only along the hydroelastic contact path.

Hydroelastic contacts are folded into the same API and are opt-in: newton:hydroelasticEnabled defaults to false. Set it to true to enable hydroelastic contacts on a shape (hydroelasticStiffness defaults to 1e10). newton:hydroelasticStiffness authored on its own is a material parameter and does not flip hydroelastic contacts on. To remove the configuration entirely, remove NewtonSDFCollisionAPI from the prim (e.g. via USD variant sets) — there is no separate toggle attribute.

Limitations#

Importing USD files where many (> 30) mesh colliders are under the same rigid body can result in a crash in UsdPhysics.LoadUsdPhysicsFromRange. This is a known thread-safety issue in OpenUSD and will be fixed in a future release of usd-core. It can be worked around by setting the work concurrency limit to 1 before pxr initializes its thread pool.

Note

Setting the concurrency limit to 1 disables multi-threaded USD processing globally and may degrade performance of other OpenUSD workloads in the same process.

Choose one of the two approaches below — do not combine them. PXR_WORK_THREAD_LIMIT is evaluated once when pxr is first imported and cached for the lifetime of the process; after that point, Work.SetConcurrencyLimit() cannot override it. Conversely, if the env var is set, calling Work.SetConcurrencyLimit() has no effect.

Option A — environment variable (before any USD import):

import os
os.environ["PXR_WORK_THREAD_LIMIT"] = "1"  # must precede any pxr import

from newton import ModelBuilder

builder = ModelBuilder()
result = builder.add_usd(
    source="rigid_body_with_many_mesh_colliders.usda",
)

Option B — Work.SetConcurrencyLimit (only when the env var is not set):

from pxr import Work
import os

if "PXR_WORK_THREAD_LIMIT" not in os.environ:
    Work.SetConcurrencyLimit(1)

from newton import ModelBuilder

builder = ModelBuilder()
result = builder.add_usd(
    source="rigid_body_with_many_mesh_colliders.usda",
)

See also

threadLimits.h (API reference) and threadLimits.cpp (implementation) document the precedence rules between the environment variable and the API.