In general, when we want to generate and save an asset using the Component Builder, after clicking *Save to Disk*, a thumbnail is created inside the asset’s folder.
The issue is that the two files `.usda` and `.png` are saved with the generic name **thumbnail**. Then, when we try to load these assets via *Add Asset Directory*, since the thumbnails weren’t saved with the asset’s actual name, the system generates new thumbnails again for those assets.
This becomes a problem if we had already created our own custom thumbnail (for example, with a specific camera angle or lighting setup), because we can’t use that custom thumbnail in the Asset Gallery.
Interestingly, this issue does not occur when the asset has variations — in that case, all thumbnails are saved with their respective variation names. However, this problem remains for single (non-variation) assets.
To solve this, I went into the **Component Output** node and changed the **Override Output Image** setting in *Thumbnail Render*, as well as the **Output File** option in *Save Thumbnail Scene*. Instead of saving them as `"thumbnail.png"` and `"thumbnail.usda"`, I replaced them with:
```
chs("../rootprim") + "_Thumbnail.png"
chs("../rootprim") + "_Thumbnail.usda"
```
This way, both files are saved with the asset’s actual name, preventing issues when loading them back into the Asset Gallery.
I just wanted to report this so that the dev team could make a small fix for it.
Found 7 posts.
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Technical Discussion » Copmponent Output and thumbnail issue
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- seyed Ali Hossein Izadi
- 7 posts
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Technical Discussion » Vellum Cloth Collision Issues
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- seyed Ali Hossein Izadi
- 7 posts
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it's my experience, that sometimes you need to increase global substep to better detect collision objects.
another thing is what type your collision object (the character) is if that is imported. (( alembic, USD))
because it needs to increase its substep from the source that it was animated.
another thing is what type your collision object (the character) is if that is imported. (( alembic, USD))
because it needs to increase its substep from the source that it was animated.
Technical Discussion » Pyro multi color issue
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- seyed Ali Hossein Izadi
- 7 posts
- Offline
seyed Ali Hossein Izadi
Hi, i have issue with using Cd and alpha channel to get multi color in my pyro.
i anabled color and alpha in my pyro burst and set them in solver source as blend, but i get this black flickers in beginning of my explosion, i even see them in render unless i give karama pyro material to it.
what is the problem? where am i wrong?Image Not Found
well, I've got my answer with more effort, i have to turn on 'color' in field tab in the solver. ( thanks, my yellow ducky
)
Technical Discussion » Pyro multi color issue
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- seyed Ali Hossein Izadi
- 7 posts
- Offline
Hi, i have issue with using Cd and alpha channel to get multi color in my pyro.
i anabled color and alpha in my pyro burst and set them in solver source as blend, but i get this black flickers in beginning of my explosion, i even see them in render unless i give karama pyro material to it.
what is the problem? where am i wrong?
i anabled color and alpha in my pyro burst and set them in solver source as blend, but i get this black flickers in beginning of my explosion, i even see them in render unless i give karama pyro material to it.
what is the problem? where am i wrong?
Image Not Found
Technical Discussion » Karma Gold . pyro geo light
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- seyed Ali Hossein Izadi
- 7 posts
- Offline
Enivobi can , but i was looking for feature like Geo Light in Mantra, because it doesn't need to extra process like convert pyro to mesh for getting it to geo light.
Couldn't you convert the pyro VDB to a mesh, use that as your geo light, but not render the geometry?
also i am wondered why they put ' karma material properties' in the karma pyro shader and they turned on ' treat as light source ' If it does not work at all.
Technical Discussion » Karma Gold . pyro geo light
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- seyed Ali Hossein Izadi
- 7 posts
- Offline
Hi, i'm new here
has someone have experrice about karma?
i can't set pyro to geo light , even pyro fire doesn't affect GI to another pyro ( like smoke ),as you can see in the picture, the light affects smoke but the fire doesn't.
i shoud say i used karma pyro material which sets pyro shader in geo light even i used render geometry setting in LOP for active geo light , but none of them worked.
has someone have experrice about karma?
i can't set pyro to geo light , even pyro fire doesn't affect GI to another pyro ( like smoke ),as you can see in the picture, the light affects smoke but the fire doesn't.
i shoud say i used karma pyro material which sets pyro shader in geo light even i used render geometry setting in LOP for active geo light , but none of them worked.
Technical Discussion » KarmaXPU fails with 4090
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- seyed Ali Hossein Izadi
- 7 posts
- Offline
Hi, do you have cpu with built in GPU? because i have same issue, check GPU device in task manager to know if CPU graphic is on or not. i disabled my own manually
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