NVIDIA adds USDZ Support to 3DGRUT and Beta for Omniverse and Isaac Sim

NVIDIA just unleashed several exciting updates.

NVIDIA just unleashed several exciting updates.

Michael Rubloff

Michael Rubloff

Michael is the Founder and Managing Editor of Radiancefields.com

Tags

NVIDIA

Several weeks after the stable 1.0 release, NVIDIA has launched version 2.0 of the 3DGRUT Playground, introducing a host of new features centered on improved physically based rendering (PBR) support, and the beta release of USDZ export for integration into Omniverse Kit 107.3 and Isaac Sim 5.0.

The formal support of radiance fields into Omniverse has been something long requested. This marks another major milestone for NVIDIA’s ray-traced radiance field tools, bridging real-time experimentation with industry-standard simulation and rendering workflows. As a reminder, 3DGRUT is a repository that features both 3D Gaussian Ray Tracing, in addition to 3D Gaussian Unscented Transform.

USDZ Export for Omniverse and Isaac Sim

With this release, trained scenes can now be exported to a custom USDZ based format, enabling visualization inside Omniverse and Isaac Sim. The format extends the existing UsdVolVolume schema to support 3D Gaussians directly.

To export a trained scene, users can enable the export_usdz flag during training:

python train.py --config-name apps/colmap_3dgut.yaml path=data/mipnerf360/garden/ out_dir=runs experiment_name=garden_3dgut dataset.downsample_factor=2 export_usdz.enabled=true
python train.py --config-name apps/colmap_3dgut.yaml path=data/mipnerf360/garden/ out_dir=runs experiment_name=garden_3dgut dataset.downsample_factor=2 export_usdz.enabled=true
python train.py --config-name apps/colmap_3dgut.yaml path=data/mipnerf360/garden/ out_dir=runs experiment_name=garden_3dgut dataset.downsample_factor=2 export_usdz.enabled=true
python train.py --config-name apps/colmap_3dgut.yaml path=data/mipnerf360/garden/ out_dir=runs experiment_name=garden_3dgut dataset.downsample_factor=2 export_usdz.enabled=true

As exciting as this is, this is an early beta feature. While compatible with Isaac Sim 5.0, the underlying schema and workflow may evolve in future releases. However, for me the most compelling part of the release is in the following code that brings ply to USDZ conversion for Gaussian Splatting.

python -m threedgrut.export.scripts.ply_to_usd path/to/your/model.ply --output_file path/to/output.usdz
python -m threedgrut.export.scripts.ply_to_usd path/to/your/model.ply --output_file path/to/output.usdz
python -m threedgrut.export.scripts.ply_to_usd path/to/your/model.ply --output_file path/to/output.usdz
python -m threedgrut.export.scripts.ply_to_usd path/to/your/model.ply --output_file path/to/output.usdz

This functionality opens up the possibility of bringing splatting-based assets into real-time simulation tools without retraining from scratch.

As part of the recent updates, the NVIDIA team has also released V2.0 version of the Playground. It introduces support for Physically Based Rendering (PBR) materials and associated rendering features that improve visual realism and consistency with production pipelines.

Key updates include:

  • Cook-Torrance Shading: Physically accurate reflection/refraction models, including BRDF and BTDF support in the path tracer

  • Environment Maps (Envmaps): Global illumination using HDR-based lighting

  • HDR Intensity Scaling: Align HDR brightness with Gaussian spherical harmonics

  • Tonemapping: Post-processing adjustments to match real-world light response

  • Material Menu Enhancements: Better control over PBR textures and attenuation

These updates significantly enhance the fidelity of Gaussian and mesh interactions, especially in scenes with transmissive materials or complex reflectance behavior.

Over the first half of this year, we have continued to see an elevated presence from NVIDIA surrounding the various radiance field representations. This release continues to position 3DGRT and 3DGUT not just as research tools, but as components in modern rendering and robotics workflows.

As with previous releases, all updates are licensed under Apache 2.0, making them freely available for both research and commercial use. You can explore the updated codebase and release notes on the official NVIDIA GitHub repository.

Thumbnail for Gaussian Splatting News episode 12

11:38

Watch · New every Monday

Splats Come to Fortnite, Nike Shoots in 4D, Splats on a Nintendo 3DS

Episode 12 · Nov 9, 2026

Epic’s UEFN 43.00 brings Gaussian splats into the Unreal Editor for Fortnite, importing PLY and SPZ files that render on every platform UEFN supports, mobile included.

Featured

Recents

Platforms

World Labs Opens Atlas World Model to Everyone

World Labs has opened Atlas to everyone, launching Viewfinder, Chisel, Splats to Mesh and Relight alongside a developer API that outputs SPZ Gaussian splats.

Michael Rubloff

Nov 13, 2026

Platforms

World Labs Opens Atlas World Model to Everyone

World Labs has opened Atlas to everyone, launching Viewfinder, Chisel, Splats to Mesh and Relight alongside a developer API that outputs SPZ Gaussian splats.

Michael Rubloff

Platforms

OfflineTools' Frankensplat Trains Splats in the Browser

Frankensplat from OfflineTools trains Gaussian splats locally in the browser on WebGPU from images and a COLMAP reconstruction, with live PSNR and PLY export.

Michael Rubloff

Nov 13, 2026

Platforms

OfflineTools' Frankensplat Trains Splats in the Browser

Frankensplat from OfflineTools trains Gaussian splats locally in the browser on WebGPU from images and a COLMAP reconstruction, with live PSNR and PLY export.

Michael Rubloff

Platforms

Evergine Moves Gaussian Splat Processing to the GPU

Evergine's November 2026 release moves its Gaussian Splatting add-on to GPU compute shaders and adds PLY, SPZ, KSplat, LCC and LCC2 loading with auto-detection.

Michael Rubloff

Nov 12, 2026

Platforms

Evergine Moves Gaussian Splat Processing to the GPU

Evergine's November 2026 release moves its Gaussian Splatting add-on to GPU compute shaders and adds PLY, SPZ, KSplat, LCC and LCC2 loading with auto-detection.

Michael Rubloff

Platforms

Spirula Studio v2026.11.12 Adds Calibration Correction

Spirula Studio v2026.11.12 corrects rolling shutter and other camera calibration residuals during training and adds an experimental GLOMAP-style SfM mapper.

Michael Rubloff

Nov 12, 2026

Platforms

Spirula Studio v2026.11.12 Adds Calibration Correction

Spirula Studio v2026.11.12 corrects rolling shutter and other camera calibration residuals during training and adds an experimental GLOMAP-style SfM mapper.

Michael Rubloff

Trending Articles
  1. TRENDING
    Loading...
  2. TRENDING
    Loading...
  3. TRENDING
    Loading...
Michael Rubloff

Written by Michael Rubloff

Michael is the Founder and Managing Editor of Radiancefields.com

More from Michael Rubloff

More from Michael Rubloff

Platforms

World Labs Opens Atlas World Model to Everyone

World Labs has opened Atlas to everyone, launching Viewfinder, Chisel, Splats to Mesh and Relight alongside a developer API that outputs SPZ Gaussian splats.

Michael Rubloff

Nov 13, 2026

Atlas World Labs

Platforms

World Labs Opens Atlas World Model to Everyone

Michael Rubloff

Nov 13, 2026

Atlas World Labs

Platforms

World Labs Opens Atlas World Model to Everyone

World Labs has opened Atlas to everyone, launching Viewfinder, Chisel, Splats to Mesh and Relight alongside a developer API that outputs SPZ Gaussian splats.

Michael Rubloff

Nov 13, 2026

Atlas World Labs

Platforms

OfflineTools' Frankensplat Trains Splats in the Browser

Frankensplat from OfflineTools trains Gaussian splats locally in the browser on WebGPU from images and a COLMAP reconstruction, with live PSNR and PLY export.

Michael Rubloff

Nov 13, 2026

Frankensplat

Platforms

OfflineTools' Frankensplat Trains Splats in the Browser

Michael Rubloff

Nov 13, 2026

Frankensplat

Platforms

OfflineTools' Frankensplat Trains Splats in the Browser

Frankensplat from OfflineTools trains Gaussian splats locally in the browser on WebGPU from images and a COLMAP reconstruction, with live PSNR and PLY export.

Michael Rubloff

Nov 13, 2026

Frankensplat

Platforms

Evergine Moves Gaussian Splat Processing to the GPU

Evergine's November 2026 release moves its Gaussian Splatting add-on to GPU compute shaders and adds PLY, SPZ, KSplat, LCC and LCC2 loading with auto-detection.

Michael Rubloff

Nov 12, 2026

Evergine Gaussian Splatting

Platforms

Evergine Moves Gaussian Splat Processing to the GPU

Michael Rubloff

Nov 12, 2026

Evergine Gaussian Splatting

Platforms

Evergine Moves Gaussian Splat Processing to the GPU

Evergine's November 2026 release moves its Gaussian Splatting add-on to GPU compute shaders and adds PLY, SPZ, KSplat, LCC and LCC2 loading with auto-detection.

Michael Rubloff

Nov 12, 2026

Evergine Gaussian Splatting

New to Gaussian Splatting? Start here

Radiance fields, explained from the ground up: what a Gaussian splat is, how to capture one, and which tools and gear to start with.

Newsletter

Keep up with the field.

New research, tools and captures from the Radiance Fields newsroom, in your inbox. Free, no spam.

Gaussian Splatting News on YouTube

The week in radiance fields, every Monday.

Gaussian Splatting News on YouTube

The week in radiance fields, every Monday.

Gaussian Splatting News on YouTube

The week in radiance fields, every Monday.

Gaussian Splatting News on YouTube

The week in radiance fields, every Monday.