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

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

gpuopen, to opensource
@gpuopen@mastodon.gamedev.place avatar

🎇 We're very excited today to release an #opensource collaboration system for #openUSD - #AMD Render Studio! 🎇

Plus: a free viewer, and plugins for Autodesk #Maya, #Blender and #Houdini - allowing for live collaboration with #USD files.

Find out more: https://gpuopen.com/learn/introducing-amd-renderstudio/?utm_source=mastodon&utm_medium=social&utm_campaign=prorender

yantor3d, to random
@yantor3d@mograph.social avatar

No you spent an hour at the end of the day debating the merits of these two prim pants

/root/geo/hair/groom
/root/geo/groom/hair

Isn't #OpenUSD fun!?

flipsideza, to houdini
@flipsideza@fosstodon.org avatar

Just added a feature to our USD asset turntable. It now has a helix camera move that gives a closeup render of the asset from bottom to top.

famousandfaded, to random
flipsideza, (edited ) to houdini
@flipsideza@fosstodon.org avatar

Never thought I'd see the day... but we've got a client using Arnold who wants to have both arnold procedurals and usd files rendered via the automated turntable. Took some thinking, but actually got it working one to one. Arnoldproc's take a bit of manhandling to function nicely in solaris. 💪

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

droidboy, to Futurology German
@droidboy@social.cologne avatar

Diesmal in Episode 44 von #SpatialRealities:

  • Interview mit Patrick Grady über die Kommunikation der EU über #VirtualWorlds und was zum Teufel #Web40 sein soll

In den News:

https://metaverse-podcast.de/e044-alliance-for-openusd-announced-metaverse-standards-forum-celebrates-1st-anniversary-meta-connect-23-announced-and-patrick-grady-from-metaverse-eu-about-the-communication-for-virtual-worlds-an/

changelog, to UI
@changelog@changelog.social avatar

🗞 New episode of Changelog News!

🏳️ Matt Asay declares war over
💅 A perfect for your
🔌 Ivan Kuleshov makes a Mac mini
🤝 joins the alliance
🔧 John D. Cook on picking the worst tool for the job
🎙 hosted by @jerod

🎧 https://changelog.com/news/56

governa, to Pixar
@governa@fosstodon.org avatar
flipsideza, to python
@flipsideza@fosstodon.org avatar

So this weeks focus was user testing the edit pipeline/tools. We've been using pymiere - https://github.com/qmasingarbe/pymiere which has been pretty successful tbh. Edit is starting to feel nicely like a first class citizen in our supported DCCs using

When not testing edit, I have been hard at work writing code to export our models so that they perfectly layer in with lookdev. This means I have successfully decoupled LD & MDL usd version files.

flipsideza, to animation
@flipsideza@fosstodon.org avatar

Happy #FollowFriday Everyone! 😃

I'm Chris 👋 I'm currently #CGSupervisor & #Layout Supervisor 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 not allowing objects at different locations in the scene graph tree to have identical names, like and

yantor3d, to random
@yantor3d@mograph.social avatar

Sounds like we're finally going to implement an AR Resolver for our #OpenUSD workflows at work and do so in the dumbest way possible.

And when I say dumb, I don't mean bad. I mean shockingly simply and straightforward. Hopefully it works...

flipsideza, to random
@flipsideza@fosstodon.org avatar

This weeks main goal, to create some FX (fire/smoke/pyro) and confirm that these assets travel down the new USD pipe correctly. Confirm that lookdev receives & can use all attributes required, etc.

This probably & largely involves prepping my asset build tool to accept different formats correctly, and accessing primvars.

pixelpartner, to random German

Shoutout to @dhruvgovil and @Drwave, as well as Jon and Alexander for all their work on #openUSD at Apple. Awaiting new documentations and schemes in the coming months.

flipsideza, to random
@flipsideza@fosstodon.org avatar

So as per the docs, https://maglit.me/blenderusdexport you need to rename the 'UVMap' to 'st' for export.... or add some code to your export function.

configxr, to random German

I'm confused about Apple's support for #openUSD animated primvars.

I animate UV/st coordinates and use opacity tex and opacityThreshold.

Preview app neither uses opacity, nor UV anim

Finder preview (SceneKit) handles opacity well, and animates (.usdc) but not .usdz

And RealityComposer and AR Quick Look seem to ignore the UV anim.

Let's change from UV anim to SkelAnim and hope for WWDC advancements.

flipsideza, to random
@flipsideza@fosstodon.org avatar

Okay primitive matching patterns are pretty freaking cool! I can see myself using these a lot.

flipsideza, to random
@flipsideza@fosstodon.org avatar

Decided to do a write up on creating a simple asset with the geo & mtl layers as referenced layers via payload.

https://maglit.me/usdassetbuildpayload

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

The roll out of my new Asset Builder has gone amazingly smoothly. 💪 The team really prefer its workflow, cleaner and simpler for the artist. This is always my goal, 'Let Artists be Artists' they dont care about all this tech ^_^

flipsideza, to random
@flipsideza@fosstodon.org avatar

Creating a payload feels oddly complicated in but once you have it setup its pretty straight forward!

Here I am creating two reference usd layers, one for _geo.usdc and one for _mtl.usdc (off top screen) that are combined into a single payload layer _payload.usd.

The 'root_component_prim' is simply creating '/asset_name' of kind 'Component'.

flipsideza, to random
@flipsideza@fosstodon.org avatar

Its been interesting working with USD and seeing how it can all be layered. The component builder was not letting me store arnold render settings in the _mtl.usdc so we used the _extras.usdc. Having switched to my own builder we can now store those details in the _mtl.usdc meaning one less file to keep track of when applying materials to animation. 💪

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