USD and building fully DCC agnostic pipeline, limitation?

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Hi Everyone

Need some light here on some obscur points i have.

Ok, at the end, after 2 decades of waiting for those who came from the old school, i guess everyone we expect with USD and Solaris to work with an unique file, completely DCC agnostic, from Houdini, Blender, Maya to Unreal and Vice versa. Unreal has released i believe its 2th version of their USD suppor and you could export USD file… Unreal has some great tool; like realtime assembly and painting and blending materials, decals , all of that in the intuitive way. At the end, all your assets blend realistic , or at least in the artistic direction you want. Your material feels richs, sophisticated,belieavable and its non desctructive…
You could do all of this in the scene, not asset by asset withtout the env like in Substance…

Lot's of studios now wants to build like that for virtual production and so… How could i get this kind of information blending materials, decal placements, landscape and assets assembly and blending like shown in this old but great example below… I think im not the only one who need more information about this workflow please… When i say Paul, it s all Sidefx and everyone here who will be smart enough to speak about its own experience…

Looking forward some answers , cheers!

https://vimeo.com/172293963 [vimeo.com]

________________________________________________________________
Vincent Thomas   (VFX and Art since 1998)
Senior Env and Lighting  artist & Houdini generalist & Creative Concepts
 http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]


https://vimeo.com/172293963 [vimeo.com]

________________________________________________________________
Vincent Thomas   (VFX and Art since 1998)
Senior Env and Lighting  artist & Houdini generalist & Creative Concepts
 http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
Vincent Thomas   (VFX and Art since 1998)
Senior Env and Lighting  artist & Houdini generalist & Creative Concepts
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
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That's amazing. I WANT.
http://www.tokeru.com/cgwiki [www.tokeru.com]
https://www.patreon.com/mattestela [www.patreon.com]
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If legendary Matt would want this, imagine how many artists less technical oriented from your team would like it
Where is Animal logic, an early adopter of USD is about this Matt?
Vincent Thomas   (VFX and Art since 1998)
Senior Env and Lighting  artist & Houdini generalist & Creative Concepts
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
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mestela
That's amazing. I WANT.

Your wish is granted…here you go:


https://www.unrealengine.com/en-US/ [www.unrealengine.com]
>>Kays
For my Houdini tutorials and more visit:
https://www.youtube.com/c/RightBrainedTutorials [www.youtube.com]
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What does this have to do with USD?
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Well, do you know other format that could allow you to build and manage in a single file, a scene and go back and worth between softwares without being destructive? So you could think using each software strench and have a full team working at different level together more seamlessly

The answer is just in the pixar description itself

“Pipelines capable of producing computer graphics films and games typically generate, store, and transmit great quantities of 3D data, which we call ”scene description“. Each of many cooperating applications in the pipeline (modeling, shading, animation, lighting, fx, rendering) typically has its own special form of scene description tailored to the specific needs and workflows of the application, and neither readable nor editable by any other application. Universal Scene Description (USD) is the first publicly available software that addresses the need to robustly and scalably interchange and augment arbitrary 3D scenes that may be composed from many elemental assets. ”

By the way, first beta release of HDCycle for USD is out so you could use in Houdini Houdini Blender cycle..

https://github.com/tangent-opensource/hdcycles [github.com]

________________________________________________________________
Vincent Thomas   (VFX and Art since 1998)
Senior Env and Lighting  artist & Houdini generalist & Creative Concepts
 http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
Vincent Thomas   (VFX and Art since 1998)
Senior Env and Lighting  artist & Houdini generalist & Creative Concepts
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
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255 posts
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Well, do you know other format that could allow you to build and manage in a single file, a scene and go back and worth between softwares without being destructive? So you could think using each software strench and have a full team working at different level together more seamlessly

The answer is just in the pixar description itself

“Pipelines capable of producing computer graphics films and games typically generate, store, and transmit great quantities of 3D data, which we call ”scene description“. Each of many cooperating applications in the pipeline (modeling, shading, animation, lighting, fx, rendering) typically has its own special form of scene description tailored to the specific needs and workflows of the application, and neither readable nor editable by any other application. Universal Scene Description (USD) is the first publicly available software that addresses the need to robustly and scalably interchange and augment arbitrary 3D scenes that may be composed from many elemental assets. ”

By the way, first beta release of HDCycle for USD is out so you could use in Houdini Houdini Blender cycle..

https://github.com/tangent-opensource/hdcycles [github.com]

________________________________________________________________
Vincent Thomas   (VFX and Art since 1998)
Senior Env and Lighting  artist & Houdini generalist & Creative Concepts
 http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
Vincent Thomas   (VFX and Art since 1998)
Senior Env and Lighting  artist & Houdini generalist & Creative Concepts
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
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