Taos API Reference
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    Interface LoadUsdzOptions

    interface LoadUsdzOptions {
        keepData?: boolean;
        storageBuffers?: boolean;
        rootTransform?: Mat4;
        occlusionStrength?: number;
    }
    Index

    Properties

    keepData?: boolean

    Retain CPU vertex/index data on each Mesh (for SDF baking etc.).

    storageBuffers?: boolean

    Add STORAGE usage to vertex/index buffers (for vertex-pulling shaders).

    rootTransform?: Mat4

    A transform pre-applied to every root node's local matrix. Use it to fix up USD stage conventions the flattened render scene doesn't bake — most commonly Z-up → Y-up (Mat4.rotationX(-Math.PI / 2)) or a metersPerUnit scale. Default: identity (assumes the scene is already Y-up, meters). The stage's upAxis/metersPerUnit metadata is not exposed by the TinyUSDZ render-scene binding, so this is the supported correction hook.

    occlusionStrength?: number

    Strength of the baked occlusion (AO) map in [0, 1], applied as ao' = 1 + strength·(ao − 1) (matching glTF occlusionTexture.strength). 1 (default) uses the map as authored; lower values fade it toward 1 (no occlusion). Useful because USD AO maps are often baked quite dark and occlusion only affects indirect/IBL light — full strength can crush a model lit mostly by an environment.