How to use A23D 3D Models in NVIDIA Omniverse

This guide explains how to import 3D models downloaded from A23D into NVIDIA Omniverse (USD Composer, USD Presenter, USD View, Isaac Sim, and other Omniverse Kit applications) for real-time RTX rendering and collaboration.

1. Download and Extract the Model

  1. Sign in to your A23D account.
  2. Browse to the asset you wish to use.
  3. In the Software dropdown on the asset page, select Omniverse.
    • A23D automatically delivers the model in the format best suited to Omniverse (.usd) - no manual format selection required. Keep the USD file, MDL material files, and texture files together because Omniverse references dependent materials and maps.
    • A23D .fbx and .gltf packages are also supported through Omniverse importers if your workflow requires a different exchange format.
  4. Save the downloaded .zip and extract it to a convenient location.

2. Import the A23D Model

  1. Launch your Omniverse Kit application (USD Composer, USD Presenter, etc.) and open the stage where you want to add the model.
  2. Drag the extracted .usd / .fbx / .gltf file directly into the viewport, or go to File > Import (or File > Add Reference for non-destructive USD references).
  3. Configure the import options:
    • For non-USD formats (FBX, glTF), Omniverse converts the model to USD on import. Choose a target folder and click Convert & Open.
    • Confirm units (Omniverse defaults to meters and Y-up) match the asset.
  4. The model appears in the Stage panel and renders immediately under Omniverse RTX.

3. Materials and Textures

A23D 3D models use PBR materials. When imported via USD, the materials arrive as MDL (Material Definition Language) assignments and render natively under Omniverse RTX. For FBX and glTF, Omniverse converts the embedded materials to MDL automatically.

To inspect or modify a material:

  1. Select a prim in the Stage tree.
  2. Open the Property panel (right side) and scroll to the Material binding.
  3. Click the material in the Materials browser to expose its MDL parameters — Base Color, Roughness, Metallic, Normal, Height, Opacity, and Emissive.
  4. Adjust values or swap textures; Omniverse RTX updates the live viewport immediately.

4. Position, Scale, and Render

  1. Use the Move / Rotate / Scale gizmos in the viewport, or set exact values in the prim's Xform transform properties.
  2. Render with RTX – Real-Time for interactive feedback or RTX – Interactive (Path Traced) / RTX – Accurate for offline-quality images.

Additional Resources

For more details, refer to NVIDIA Omniverse documentation:
🔗 Omniverse USD Composer Manual
🔗 Importing assets — Omniverse Documentation