yantor3d, to python
@yantor3d@mograph.social avatar

If you break the pipeline and nobody notices, does it still count?

Asking for a friend.

flipsideza, to animation
@flipsideza@fosstodon.org avatar

Spent my afternoon delving into the #materialx api! Interested to see what I can do with it.

#animation #pipelinetd #openusd

yantor3d, to python
@yantor3d@mograph.social avatar

An interesting skill I'm having to develop as a senior with multiple juniors to wrangle is how to lead a horse to water.

In other words, teaching the juniors how to debug their code so they can do it on their own and don't come running to me with every error.

Lesson one: Reading the stack trace..

flipsideza, to houdini
@flipsideza@fosstodon.org avatar

Created a new hda today. Lets lookdev target specific selections or faces for material binding. Basically makes the process of creating geomsubsets more artist friendly whilst keeping them usd compliant!

#pipelinetd #openusd #houdini #solaris #python

flipsideza, to python
@flipsideza@fosstodon.org avatar

Nailed it! 💪 Added an export script to our publish tools to convert a graph to a clean unseralised file! Handles point_position, scale, orientation, point_frame and instancing of animated
This allows us to deliver clean repathable assets down pipe and to the external studio!

flipsideza, to python
@flipsideza@fosstodon.org avatar

Busy writing a python script to convert a bifrost graph to a native human readable arnold standin file (not like the serialized version that the native arnold exporter creates).

Its nearly done, just need to get my math right converting the point pos, scale and rot to the arnold 4x4 matrix.

flipsideza, to blender
@flipsideza@fosstodon.org avatar

In your animation do you seperate 'working' and 'published' files?

If not, why not?

If yes, do you do it at asset level or just below the project level of your directory structure?

flipsideza, to random
@flipsideza@fosstodon.org avatar

Building bifrost graphs via python! Got the core of it working 💪

This is going to let the dressing artists rapidly add assets to the graph (all correctly setup without human error) directly from our asset import tools.

flipsideza, (edited ) to ps1graphics
@flipsideza@fosstodon.org avatar

Is there a blazingly fast cli mesh processor out there? Think ffmpeg for data?

My use case, generate decimated (low res mesh, tri's are fine) geo from an input

Has anyone worked with at all? Is it worth exploring?

via is painfully slow. I could also consider via it pypi package, or but will need to test those.

flipsideza, to random
@flipsideza@fosstodon.org avatar

Yes! That may have taken longer than it should have, but got it working! 💪 Cull Points based on Camera Frustum in vanilla Maya 2020, Bifrost 2.2.0.1!
Its much easier in Maya 2023 and Bifrost 2.6+ but here we are!

flipsideza, to houdini
@flipsideza@fosstodon.org avatar

So on an Attribute Wrangle node you can Get a value from a channel with:

float cam_hieght = chf("camera_hieght");

but does anyone know if I can Set a value, so basically the reverse?

I'm trying something, but it might not work ;)

#houdini #solaris #sidefx #pipelinetd #pipeline #animation

flipsideza, to animation
@flipsideza@fosstodon.org avatar

Happy #FollowFriday Everyone! 😃

I'm Chris 👋 I'm currently #CGSupervisor & #PipelineTD at an #Animation studio in #CapeTown #SouthAfrica

I've worked on multiple #Films & #TVSeries over the years. Using #Maya #Houdini #Blender & #OpenUSD recently for #StarWars, #Disney & the #Lego Movie 2. My focus is #pipeline tech/dev writing tools in #python as well as #cinematography

I'm a #photographer & #travel junkie at heart, spending my weekends exploring new places or learning #rust

flipsideza, to houdini
@flipsideza@fosstodon.org avatar

#OpenUSD has a prim.GetName() but no prim.SetName()! I know how to edit primpaths via an sdf.layer but having a .SetName() would have meant i could be solving another problem right now instead of bashing my head against moving stage data to a sdf.layer and back!

#Pipeline #PipelineJournal #Houdini

flipsideza,
@flipsideza@fosstodon.org avatar

Okay I have found a way to rename prims and the primpath as required... Its a brute force technique but thankfully having this working opens up so many options for our workflow.
Sadly this due to #Blender not allowing objects at different locations in the scene graph tree to have identical names, like #maya and #houdini

#OpenUSD #Python #PipelineTD #PipelineJournal #dag

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