The Ancient Tree Giant, a forest guardian with glowing blue-green foliage, in the OpenUsdEditor viewport

Edit · Navigate · Inspect

OPENUSDEDITOR

A lightweight, native editor powered by Hydra 2 for editing, navigation and introspection of OpenUSD stages.

Beta · v2026.1.3 · Linux & MacOS & Windows · OpenUSD 26.08

Explore the workflow

Model: Pigcraft, Ancient Tree Giant (CC BY 4.0)

  1. 01 ↗

    View

    Open stages, split viewports,
    swap renderers.

  2. 02 ↗

    Inspect

    Hierarchy, layers, properties
    and statistics.

  3. 03 ↗

    Author

    Transform, edit, script
    and animate.

Features

Everything you need to author, inspect, and export USD Stages

Example showing the editor with four open document tabs, each a different USD stage
01

Multiple Documents

Open several USD stages at once and switch between them with document tabs.

A four-pane viewport layout showing Top, Front, Back, and Perspective views of a model, powered by Hydra 2
02

Multiple Viewports

Split the viewport into Top, Front, Back, and Perspective panes.

Several objects in a kitchen scene highlighted at once via multiple selection
03

Multiple Selection

Select several prims at once and edit, transform, or inspect them together.

Kitchen_set.usd rendered with the Arnold render delegate directly in the viewport
04

Render Delegates

Swap between production render delegates ( e.g Arnold, Cycles, and more ) to preview final-quality shading and lighting.

Three shader-ball models in the viewport showing MaterialX marble, gold, chrome, copper, leather, and velvet materials under an HDRI environment
05

MaterialX Support

Preview MaterialX shading networks directly in the viewport.

A translate/rotate/scale manipulator gizmo overlaid on a clock prim in the viewport
06

Authoring TRS

Full support for interactive translate, rotate, and scale manipulators, with per-axis gizmo control.

The Property Editor panel showing Transforms, Display, Metadata, and Relationships sections for a prim
07

Property Editor

Author and inspect every attribute, transform op, and metadata field on a prim with search to filter properties by name.

A prim selected and highlighted in the viewport mid-edit
08

Undo / Redo

A command-based undo stack tracks every edit you make.

The built-in Python Editor console with syntax highlighting and autocomplete suggestions
09

Python Scripting

Built-in Python console with autocomplete, syntax highlighting, and full access to the stage API.

The Layer Editor showing a session layer, authoring layer, and several sublayers
10

Layer Editor

Visualize the full sublayer stack, select your authoring target, inspect layers.

An Outliner window showing a scene hierarchy of materials, shaders, and meshes
11

Outliner

Browse the full scene hierarchy.

The Stage Statistics panel showing prim, mesh, vertex, triangle, and normal counts along with a per-mesh topology table
12

Stage Statistics

Comprehensive tools to inspect a stage ( mesh topology, prim count, etc... ).

13

Timeline & Animation

Scrub, play back, and author time-sampled animation on a full timeline.

The editor in its Light theme, showing an orc warrior model in the viewport with the timeline below
14

UI Themes

Switch the interface between Dark and Light themes to suit your workspace.

Easily find, view, and manage your 3D content in one place.
15

Content Browser

Browse, preview, and explore your 3D assets in one place.

Easily switch between different variations of the 3D assets and see the changes in the scene.
16

Variant Manager

View and change asset variants to explore different configurations.

About

OpenUsdEditor is a personal project that I started in early 2024, primarily as a way to learn and explore the Hydra architecture. It is a continuation of an earlier version of the project called TinkerUsd, with a more refined software architecture and a better focus on building a general-purpose editor.

OpenUsdEditor is intended to be a fast lightweight native USD editor without the unnecessary bloat that often comes with larger DCC applications.

In general, building an editor and the tooling around it is genuinely hard mostly because these tools end up being extremely specific to individual needs, pipelines, and requirements. So I have tried to keep OpenUsdEditor as simple and as unopinionated as possible.

The project is primarily written in C++ and uses OpenGL for rendering. I chose OpenGL mostly because it's the graphics API I'm most familiar with.

The project is very much a work in progress. I work on it in my spare time, usually for only a few hours during the week and on weekends, so progress can be slow at times. For now, I’m interested in seeing how the community reacts to the project and where it might go from here.

Viewport
Hydra 2
Graphics
OpenGL 4.5 / Metal
Language
C++ / Python
GUI
Qt 6
Notices
USD Notice Framework 1.0.2
OpenUSD
26.08
Report a bug or ask for a feature

Download

Get the beta.

Early tech preview · v2026.1.3 · Built against OpenUSD 26.08

Linux

Linux

.deb and .rpm packages.

Requires Ubuntu 26.04 LTS or RHEL 9 (or newer).
$ sudo apt install ./openusdeditor_2026.1.3_amd64.deb $ sudo dnf install ./openusdeditor-2026.1.3-1.el9.x86_64.rpm $ usdeditor

Windows

Windows

A 64-bit installer.

OpenUsdEditor-2026.1.3-x64.exe

MacOS

MacOS

A dmg installer.

Requires MacOS 26.6 (or newer)
OpenUsdEditor-2026.1.3-macOS-arm64.dmg

FAQ

Who is it for?

Anyone who works with USD directly. Artists, developers, and pipeline engineers who need to author, inspect, and visualize a stage without dealing with DCCs.

Was this vibe coded with AI?

No, this is not a vibe coded project. The architecture and the vast majority of the code are written by hand. I have used AI-assisted coding in specific spots when I got genuinely stuck on a problem, or when I needed to learn my way around an unfamiliar corner of the OpenUSD or Hydra API. I’m not a fan of vibe coding and find no joy in it.

What render delegates are supported?

Storm is the default and always available. Beyond that, the renderer menu lists whatever Hydra render delegates are installed on your system. I’ve done minimal testing with Arnold and Cycles, and both should work. The one requirement is that a delegate be built against the same version of OpenUSD as OpenUsdEditor ( currently 26.08 ).

When will it be available?

OpenUsdEditor is in Beta development right now. check the Download section above for current status.

Where do I report bugs or ask for features?

On the GitHub issue tracker: github.com/hamedsabri/openusd-editor/issues.

Can I follow along or contribute?

Not at the moment. I haven’t decided yet whether OpenUsdEditor stays closed source or becomes open source, perhaps in the future, if there is enough interest and desire from the community. For now, the most useful thing you can do is try the beta and tell me what works and what doesn’t.