Rigyd vs NVIDIA USD Composer
These tools solve different halves of the OpenUSD workflow. NVIDIA USD Composer is a scene-assembly app inside Omniverse. Rigyd is an AI asset-prep pipeline that outputs OpenUSD + MJCF. Most teams use both.
Updated 2026-06-05
NVIDIA USD Composer is the Omniverse app for assembling and previewing OpenUSD scenes interactively. Rigyd is an AI pipeline that converts raw 3D, images, or text into SimReady OpenUSD assets with physics. Composer assembles; Rigyd authors the assets that get assembled.
Side-by-side comparison
| Dimension | NVIDIA USD ComposerScene assembly in Omniverse | RigydAI asset preparation |
|---|---|---|
| Primary purpose | Assemble and preview USD scenes | Generate SimReady assets from raw inputs |
| Position in pipeline | Scene composition | Asset preparation upstream of composition |
| Output | Composed USD scenes | Per-asset OpenUSD + MJCF with physics |
| Physics authoring | Manual via the PhysX extension | AI-estimated, override-able |
| Asset source | Existing OpenUSD assets you bring in | Raw .glb / .fbx / .obj, images, or text |
| Setup | Install Omniverse + USD Composer (Linux/Windows, NVIDIA GPU recommended) | Browser-based, no install |
| Cost | Free for individuals; Enterprise via NVIDIA | Free trial credits; tiered pricing on request |
| Bulk / catalog processing | Interactive, scene-by-scene | API-driven bulk processing for enterprise catalogs |
| Best fit | Composing scenes from a curated asset library | Producing the asset library at scale |
NVIDIA USD Composer: scene assembly inside Omniverse
USD Composer (formerly NVIDIA Omniverse Create) is the canonical Omniverse application for authoring and previewing OpenUSD scenes. It is built on Omniverse Kit and offers scene composition with layers and references, drag-and-drop asset placement, real-time RTX preview rendering, and physics simulation via the PhysX extension. For physics, you apply USDPhysics schemas (PhysicsRigidBodyAPI, PhysicsMassAPI, PhysicsCollisionAPI) interactively, set mass and friction, generate collision meshes, and validate that the asset reacts correctly under gravity and contact. The output is a fully composed scene of physics-enabled assets that loads cleanly into Isaac Sim or other Omniverse-compatible runtimes. The friction sits upstream: every asset still has to arrive at USD Composer in a SimReady state to compose with it. Without good inputs, scene assembly stalls on per-asset physics authoring.
Rigyd: AI asset preparation that outputs OpenUSD + MJCF
Rigyd sits one step upstream of USD Composer. Input is a raw 3D model (.glb, .fbx, .obj), an image, or a text description. Output is a validated OpenUSD asset with USDPhysics schemas already applied, plus a MuJoCo MJCF export of the same asset. AI infers materials, estimates mass from volume times material density, computes friction from material classification, and generates the convex collision decomposition. The whole pipeline finishes in roughly five minutes per asset versus the four engineer-hours a manual workflow takes. Override values you have ground truth for (catalog masses, measured friction) so the AI estimate becomes a starting point, not a final answer.
They compose: Rigyd authors the assets, USD Composer assembles the scene
In practice, teams use both. Rigyd prepares the SimReady asset catalog at scale (hundreds to tens of thousands of SKUs) for the specific real environment being simulated. USD Composer pulls those assets into scenes, places them, composes layers, and previews the result. Output is then loaded into Isaac Sim or Isaac Lab for training. The decision is not "Rigyd or USD Composer"; it is "where does authoring happen and where does composition happen". For a small handful of hero assets, you can author end-to-end in USD Composer. Beyond that, the engineer-hours-per-asset cost of doing physics by hand makes AI asset prep the bottleneck breaker.
When to choose each
Composing OpenUSD scenes from a curated asset library, interactive previews, and authoring per-asset physics for small hero sets.
Producing the SimReady catalog itself: validated OpenUSD and MJCF from raw 3D, images or text, with derived physics, optimised collision geometry, and a programmable API and CLI for building training worlds at catalog scale.
Where Rigyd fits
Rigyd is designed to feed downstream composers and simulators, not to replace them. Outputs are validated OpenUSD; load them into USD Composer, Isaac Sim, Isaac Lab, MuJoCo, or Gazebo as-is.