What is USDZ?
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What is USDZ?
USDZ is a package format based on USD (Universal Scene Description). It bundles a USD scene and required files, such as textures, in an uncompressed ZIP archive. The specification is publicly documented by OpenUSD. Apple uses USDZ for applications including Quick Look on iPhone, iPad and Apple Vision Pro. Material and animation support depends on the viewer and operating system.
USD describes the scene. USDZ packages it along with the necessary files for distribution.
If you want to display products in a spatial context, you can find details about our services under Augmented Reality. The AR Glossary explains the basics.

Why is USDZ important for brands?
- Access via the product page: On supported Apple devices, you can view a properly integrated model using Quick Look and place it in the room. An alternative is still needed if the device or browser does not support this feature.
- Spatial Context: Customers can better assess proportions and placement. The scale, tracking, and on-screen display must be accurate; AR does not replace a formal inspection of dimensions or materials.
- Shared Data Set: A carefully constructed model can serve as the basis for AR, web viewers, and renderings. Geometry, materials, and file formats are adapted for each specific channel. See our 3D rendering studio for more information.
- Apple applications: Quick Look and tools such as Reality Composer Pro support different workflows. It is essential to test them on the actual target system; see Apple’s USD documentation.
From Technical Term to Visual Experience
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View WorkUSD and USDZ: What's in the file?
- USD (.usda, .usdc, .usd): describes scenes containing objects, materials, references, variants, and animations. USDA is text-based; USDC is binary; see OpenUSD.
- USDZ (.usdz): bundles USD data and required files into a ZIP archive without ZIP compression or encryption. The USDZ specification defines additional packaging rules. Therefore, simply renaming a regular ZIP file is not sufficient.
Material Basics (USD Preview Surface)
USDZ is a container, not a single material model. USD Preview Surface is a common approach to material exchange. Depending on the application, other shader models may be supported. For Apple target systems, material functions and export must be verified in the specific renderer. The basics are explained in Physically Based Rendering.
Typical inputs to USD Preview Surface in the metallic workflow:
- Base Color / Albedo: diffuseColor
- Metalness: metallic
- Roughness: roughness
- Normal Map: normal, with a matching tangent space and correct interpretation of values
- Ambient Occlusion: occlusion; the actual implementation depends on the renderer
- Emission: emissiveColor
Explore material and texture topics in UV mapping, normal maps, roughness maps and texture baking.
Preparing USDZ for Mobile Applications
- Scale and orientation: Export units, metersPerUnit, and axis conventions correctly. One unit does not automatically equal one meter in USD. Check the size, orientation, and placement on the target device against the product dimensions.
- Geometry: Adjust the number of polygons, the number of materials, and the level of visible detail to suit the target device. A blanket limit of 200,000 triangles does not, by itself, guarantee smooth rendering.
- File size: Test loading times and memory requirements using real files and realistic connections. A fixed megabyte budget guarantees neither quality nor a specific loading time.
- Textures: Choose the resolution based on visible detail and memory requirements. Color information such as Base Color and Emission can use sRGB; technical maps such as Roughness, Metalness, and Normal require the intended data interpretation without color correction.
- Normal Maps: Align the tangent space, channel direction, and scaling between the exporter and the target shader. Do not simply reverse a channel without first checking for errors.
- Glass and Transparency: Check the functionality and appearance on the target devices. A material from an offline renderer may not necessarily be applied as-is.
- Structure: Ensure unique names, valid relative file references, and fully included dependencies.
- UVs: Avoid unwanted seams and overlaps when assigning textures. Deliberately shared UV regions can be valid; uniquely baked details need appropriate separate regions.
Apple describes how to create and validate USD files. NVIDIA's OpenUSD Unit Reference explains "metersPerUnit" and the centimeter fallback when no unit is specified.
glTF or USDZ: Which format is best suited for your purpose?
| Criterion | USDZ | glTF/GLB |
|---|---|---|
| Common Target Environment | Apple Quick Look and USD-based applications | Web viewers and many Android AR apps; also available on other platforms |
| Integration | USD tools and Apple applications, depending on the feature set | Many real-time engines and web viewers, depending on supported extensions |
| Materials | For example, the USD Preview Surface; other models depending on the intended application | PBR Metallic Roughness at the core; extensions depending on the viewer |
| Product Page | AR Preview in Compatible Apple Environments | Interactive web view and appropriate AR output with a verified fallback |
More about the web standard: glTF 2.0 (Khronos) and our glossary: glTF file format.
A Practical USDZ Workflow
- Product data and geometry: Check dimensions and references, prepare existing CAD data or create the model. For mobile display, include only the necessary details. See 3D modeling.
- UVs and materials: Create color, roughness, metalness and normal information as needed, then assign it correctly to the supported shader.
- Transfer details: Transfer appropriate surface details to textures using texture baking. Only include simplified model levels if the target application actually uses them.
- Export and packaging: Use an appropriate USD/USDZ exporter and include all required files. Apple lists Preview and usdzip among its packaging options. Reality Composer Pro is for scene and material authoring, not a universal converter for every delivery format.
- Review: Validate the file's structure and test it using the designated Quick Look feature as well as on target devices. Check dimensions, materials, animations, and placement. A successful format check does not replace a visual inspection.
- Integration: Equip the product page with a clearly labeled AR feature and a suitable alternative for unsupported devices. A 3D viewer displays a model interactively; the output formats must be compatible with the selected viewer.
- Communication: Explain what the preview shows and which product specifications remain authoritative. See examples of our image production in our CGI projects, and the retail context in AR for online stores.
FAQ: USDZ
Does USDZ support animation?
USDZ can contain a USD scene with animation. Playback and interaction support depend on the target renderer and operating system. Test the exported sequence in the intended viewer rather than assuming every USD feature is supported by Quick Look.
Can you open USDZ on Android?
It depends on the application. USDZ is not readable only on Apple devices, but Apple’s Quick Look is not available on Android. Product pages therefore often provide USDZ for Apple AR and glTF/GLB for compatible web and Android viewers.
How do you add USDZ to a product page?
For Safari, WebKit describes a link with rel="ar" and a preview image. The server must deliver the file with the appropriate content type, model/vnd.usdz+zip. Check support and offer a suitable 3D or image view for other devices.
Which tools can you use for USDZ?
Use a USD/USDZ exporter in your 3D software and check its feature support. Apple lists tools including Preview, usdzip, and usdchecker for packaging and validation. Reality Composer Pro can author scenes and materials for RealityKit. These tools do not guarantee lossless transfer of every feature.
Which renderer displays a USDZ file?
USDZ does not prescribe one renderer. The application and operating system determine how the scene is displayed. Material appearance and feature support can therefore differ between preview tools and target devices.
Is USDZ compressed?
The ZIP archive itself uses neither ZIP compression nor encryption. Files inside it can still use internal compression, such as JPEG textures. File size is optimized through suitable geometry, textures, and package structure. USDZ is not copy protection.
