We have a stage where lights live in /lights but also with assets. E.g. /assets/lamp/lights
Now we're looking for a way to prune every thing else in the graph and write out a lights_all.usd
So far we've set a prune to prune by type lights and prune unselected. However, there remain primitives like /materials which is now empty. As a result, loading lights_all.usd into a stage this empty /materials primitive is layered over an existing /materials, causing all materials to disappear.
Any help and USD thoughts/mindset is very welcome.
How to extract lights to a single usd file?
1449 3 0- Andy_23
- Member
- 918 posts
- Joined: March 2014
- Offline
- Andy_23
- Member
- 918 posts
- Joined: March 2014
- Offline
- mtucker
- Staff
- 4444 posts
- Joined: July 2005
- Offline
If you are creating the lights in a LOP Network, you can use the Layer Break LOP to split out the light-containing layer into its own entity that can be written out by itself with a USD ROP.
If you already have a USD file with the lights, materials, and geometry merged together in a single layer, then the Configure Stage approach you mentioned is the right way to go.
If you already have a USD file with the lights, materials, and geometry merged together in a single layer, then the Configure Stage approach you mentioned is the right way to go.
- AndreasWeidman
- Member
- 127 posts
- Joined: Feb. 2021
- Offline
-
- Quick Links