What is USDZ?
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What is USDZ?
USDZ is an archive format based on USD (Universal Scene Description), developed in the open source project OpenUSD. It packages scenes (USD), textures and animations into a portable file that iOS/iPadOS and visionOS understand natively - for example in Apple's AR Quick Look.
In short: USD describes the scene - USDZ is the transportable package.
Tip: If you want to build AR as a channel, link this glossary article to your services page Augmented Reality and the AR glossary.

Why is USDZ important for brands?
- Zero friction: A tap on the USDZ file directly starts the AR preview in Quick Look - perfect for product pages and QR codes in the showroom.
- Realistic product testing: scale, material effect and proportions are visible in the real room → Confidence & fewer bad purchases.
- One asset - many channels: You use the same model for AR, 3D viewers on the web and classic renderings (see 3D Render Studio).
- Apple ecosystem: Smooth integration into iOS/visionOS; Apple offers tools such as Reality Composer Pro.
From Technical Term to Visual Experience
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View WorkUSD vs. USDZ - what's inside?
- USD (usda/usdc/usd): Scene graph, instancing, LODs, variants, animation - open standard(OpenUSD).
- USDZ (.usdz): A non-compressed archive (similar to "zip without zip") that bundles USD + assets. iOS/visionOS recognize it natively for AR previews (WebKit: AR in Safari).
Material basics (USD Preview Surface)
USDZ uses USD Preview Surface - a PBR material close to the metal/roughness model. Read also PBR - Physically Based Rendering.
Typical map assignment
- Base Color / Albedo → diffuseColor
- Metallic → metallic
- Roughness → roughness
- Normal → normal(tangent space, OpenGL)
- AO → multiplied separately
- Emissive → emissiveColor
Deepen material and texture topics in UV mapping, Normal Map, Roughness Map and Texture Baking.
Export rules & best practices (mobile-compatible)
- Real scale & pivot: Scale uniformly (e.g. 1 = 1 m), pivot to floor - the object "stands" correctly in AR.
- Polygon budget: practical ≤ 200k Tris per main object; for sets LODs.
- File size: ≤ 4-8 MB ensures fast quick-look loading times.
- Textures: 1-2 K are often sufficient; POT sizes (1024/2048/4096). BaseColor sRGB, other maps linear.
- Normals: OpenGL convention (green channel positive).
- Transparency/refraction: economical - mobile AR prioritizes performance.
- Naming/structure: No spaces/umlauts; consistent suffixes (_bc, _rough, _metal, _n).
- Clean UVs: No overlaps in baked maps; consistent texel density.
Apple describes the integration from a publisher perspective in AR Quick Look; for authoring we recommend Reality Composer Pro.
glTF vs. USDZ - when do I use which?
More about the web standard: glTF 2.0 (Khronos) and our glossary: glTF file format.
Practice USDZ -Workflow
FAQ - USDZ
Does USDZ support animations?
Yes, USD/USDC supports object, camera and skeleton animations; Quick Look plays simple sequences. Background: OpenUSD - Features.
Can I open USDZ on Android?
Directly rare. USDZ (iOS) + GLB (Android/Web) are recommended for the store. Web-Viewer and WebXR mainly rely on glTF/GLB (see Khronos glTF).
How do I embed USDZ on a product page?
Via link/button "View in AR". iOS opens AR Quick Look natively; the display has been integrated in Safari since iOS 12 (WebKit contribution).
Which tools are recommended for exporting?
In addition to DCC exporters (e.g. via USD plug-ins) Reality Composer Pro is the Apple way for authoring/conversion. For material creation: Adobe Substance 3D.
Which render engine is behind it?
Real-time rendering is handled by the platform runtime (Quick Look/visionOS). Basics of pipelines & shading: Render Engine and ray tracing.
Is USDZ compressed?
No - USDZ is intentionally "un-zipped" for fast streaming. Optimization is done via geometry and texture reduction (see Digitize surfaces and Material & Surface Visualization).
