Universal Scene Description (Crate) .usdc

USD’s binary crate encoding. Same data, memory-mapped and fast.

What a .usdc file holds

USDC is the binary “crate” encoding of Universal Scene Description. It holds exactly the same scene data as a .usda file, but in a form designed to be memory-mapped and read lazily, so a renderer can pull one prim out of a multi-gigabyte scene without parsing the rest. It is what production pipelines actually ship.

Commonly seen in: Pixar, RenderMan, Houdini, Omniverse, Maya.

DataStored in USDC
GeometryYes
Materials and colourYes
Texture mapsYes
Animation and rigsYes
Scene hierarchyYes
Read hereYes
Written hereNo

Tested against a real file

The last sweep loaded suzanne.usdc from Assimp test models through the viewer on this site: 968 triangles across 1 meshes and 1 materials, in 1.9 seconds. Every format's result is on the test results page, run 2026-09-08.

Convert USDC to another format

Every pairing has a page saying what survives the trip.

Other things to do with a .usdc file

Questions about USDC

How do I open a .usdc file?

Drop it into the viewer on this site and it opens in the browser, with the scene tree, the materials and the mesh statistics. Nothing is uploaded. If you want it in another program instead, convert it to GLB, which almost everything reads.

Is USDC a good format to archive in?

USDC carries geometry, materials, textures and animation, so an archive copy keeps nearly everything. The usual caveat applies: a format is only as future-proof as the readers that exist for it, and .usdc is well served.

Does converting USDC lose quality?

Geometry is copied vertex for vertex, so the shape does not degrade. What gets lost is whatever the target format has no field for: convert to STL and the materials go, convert to OBJ and the animation goes. The comparison table on each converter page says exactly which.

Formats that hold the same things

Or go back to the full format reference.