#openusd — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #openusd, aggregated by home.social.
-
And no matter how cool we believe it is to use Gantry on macOS, there is an extra magic when playing with it on iOS https://youtube.com/shorts/Qw0Le0k0zA4
-
Gantry can convert .gltf, .fbx, .obj, .ply formats to .usd(z). It does this natively and on the device, so you are already working on .usd by the time you see the model in the viewport.
https://youtube.com/shorts/nx1genFHWx8
#OpenUSD #RealityKit #macOS -
Pretty fun discovering my work on the official autodesk.com bifrost page! Screenshot here showing my Set Dressing work done on Scarecrows Wedding for the BBC!
-
Pretty fun discovering my work on the official autodesk.com bifrost page! Screenshot here showing my Set Dressing work done on Scarecrows Wedding for the BBC!
-
Pretty fun discovering my work on the official autodesk.com bifrost page! Screenshot here showing my Set Dressing work done on Scarecrows Wedding for the BBC!
-
Pretty fun discovering my work on the official autodesk.com bifrost page! Screenshot here showing my Set Dressing work done on Scarecrows Wedding for the BBC!
-
Pretty fun discovering my work on the official autodesk.com bifrost page! Screenshot here showing my Set Dressing work done on Scarecrows Wedding for the BBC!
-
🚀 NVIDIA’s new Cosmos Transfer lets developers stream massive synthetic datasets across the Omniverse, scaling physical AI training for robotics and autonomous systems. OpenUSD‑based pipelines mean faster, reproducible simulations. Dive into how this could reshape research and benchmarks. #NVIDIAOmniverse #SyntheticData #PhysicalAI #OpenUSD
🔗 https://aidailypost.com/news/nvidia-cosmos-transfer-enables-scalable-synthetic-data-physical-ai
-
🚀 NVIDIA’s new Cosmos Transfer lets developers stream massive synthetic datasets across the Omniverse, scaling physical AI training for robotics and autonomous systems. OpenUSD‑based pipelines mean faster, reproducible simulations. Dive into how this could reshape research and benchmarks. #NVIDIAOmniverse #SyntheticData #PhysicalAI #OpenUSD
🔗 https://aidailypost.com/news/nvidia-cosmos-transfer-enables-scalable-synthetic-data-physical-ai
-
🚀 NVIDIA’s new Cosmos Transfer lets developers stream massive synthetic datasets across the Omniverse, scaling physical AI training for robotics and autonomous systems. OpenUSD‑based pipelines mean faster, reproducible simulations. Dive into how this could reshape research and benchmarks. #NVIDIAOmniverse #SyntheticData #PhysicalAI #OpenUSD
🔗 https://aidailypost.com/news/nvidia-cosmos-transfer-enables-scalable-synthetic-data-physical-ai
-
Что такое OpenUSD, или Как подружить Blender и Git
Недавно автор решил попробовать что-то помоделить в Blender. На данный момент он ещё только начинает осваиваться в 3D, но имеет небольшой опыт в разработке ПО, преимущественно с использованием Git, потому хотел бы и тут избежать версионирования проектов в духе "projectN_final5_20260305_fix3.blend", который подразумевается при "инкрементальном" сохранении. На первый взгляд ничего сложного тут быть не должно: в Blender работа ведётся с набором точек-координат-чисел и их связей, настроек модификаторов, ссылок на текстуры и референсы и т.п.; потому всё это должно иметь некоторую стандартизированную структуру, возможно упакованную в ZIP-архив. Файл проекта .blend же является таким ZIP-архивом, ведь так? Распакуем его и просто занесём в Git? Неправильно! В данном случае придётся прибегнуть к помощи фреймворка OpenUSD. Но для начала хотелось бы рассказать о том, какие проблемы он был изначально призван решить и какими ограничениями обладает.
-
Heute, zum 12ten Post der Runde 6 meiner #100DaysOfCode Serie, kurz #r6d12 habe ich eine weitere #awesome Sammlung nach #codeberg migriert. Ist jetzt sozusagend awesome & deligthful^^.
Der ein oder andere weiß, das ich mehr als nur ein faible für #VR, #AR, 360° Aufnahmen, #SocialVR habe. In diesem Zusammenhang ist als "Nebenprodukt" für ein Funding-Proposal die Sammlung
Awesome & Delightful Opensphere
entstanden.
-
Heute, zum 12ten Post der Runde 6 meiner #100DaysOfCode Serie, kurz #r6d12 habe ich eine weitere #awesome Sammlung nach #codeberg migriert. Ist jetzt sozusagend awesome & deligthful^^.
Der ein oder andere weiß, das ich mehr als nur ein faible für #VR, #AR, 360° Aufnahmen, #SocialVR habe. In diesem Zusammenhang ist als "Nebenprodukt" für ein Funding-Proposal die Sammlung
Awesome & Delightful Opensphere
entstanden.
-
Heute, zum 12ten Post der Runde 6 meiner #100DaysOfCode Serie, kurz #r6d12 habe ich eine weitere #awesome Sammlung nach #codeberg migriert. Ist jetzt sozusagend awesome & deligthful^^.
Der ein oder andere weiß, das ich mehr als nur ein faible für #VR, #AR, 360° Aufnahmen, #SocialVR habe. In diesem Zusammenhang ist als "Nebenprodukt" für ein Funding-Proposal die Sammlung
Awesome & Delightful Opensphere
entstanden.
-
Heute, zum 12ten Post der Runde 6 meiner #100DaysOfCode Serie, kurz #r6d12 habe ich eine weitere #awesome Sammlung nach #codeberg migriert. Ist jetzt sozusagend awesome & deligthful^^.
Der ein oder andere weiß, das ich mehr als nur ein faible für #VR, #AR, 360° Aufnahmen, #SocialVR habe. In diesem Zusammenhang ist als "Nebenprodukt" für ein Funding-Proposal die Sammlung
Awesome & Delightful Opensphere
entstanden.
-
🚀 Robotics breakthrough: NVIDIA launches Newton, the GPU-powered open-source physics engine, in collaboration with Google DeepMind & Disney. Built on OpenUSD, it fuels robot learning, digital twins, and next-gen automation.
#NVIDIA #OpenUSD #Robotics #OpenSource @nvidia -
Tonight (9/3/2025 at 6pm EDT) we're going to try to get something working with the new Shot Builder tools. There won't be anything grand or expansive shown off, but we'll do our best to do something interesting with them.
houdinihangout.com
-
Tonight (9/3/2025 at 6pm EDT) we're going to try to get something working with the new Shot Builder tools. There won't be anything grand or expansive shown off, but we'll do our best to do something interesting with them.
houdinihangout.com
-
Tonight (9/3/2025 at 6pm EDT) we're going to try to get something working with the new Shot Builder tools. There won't be anything grand or expansive shown off, but we'll do our best to do something interesting with them.
houdinihangout.com
-
Tonight (9/3/2025 at 6pm EDT) we're going to try to get something working with the new Shot Builder tools. There won't be anything grand or expansive shown off, but we'll do our best to do something interesting with them.
houdinihangout.com
-
Tonight (9/3/2025 at 6pm EDT) we're going to try to get something working with the new Shot Builder tools. There won't be anything grand or expansive shown off, but we'll do our best to do something interesting with them.
houdinihangout.com
-
https://physicallybased.info/ just got updated with:
- New metals
- F82 tint values for all metals
- Reflectance values
- Copy Unreal Snippet for light sources
#CG #VFX #GameDev #Rendering #PBR #3D #MaterialX #B3D #Blender #Blender3D #UE5 #UnrealEngine #OpenPBR #MaterialX #OpenUSD -
I hope you or your kids or students can “try your hand” at making an animated 3D movie and let us know how it goes! With our Movie Maker 3D app and today’s iPhones, iPads and Macs, you can make animated movies anywhere and everywhere.
https://apps.apple.com/app/movie-maker-3d/id538150047
Getting good hand movements and holding other 3D models in a character’s hands has been one of our most requested Movie Maker 3D features. After a few scrapped prototypes, UI testing and dusting off more 3D matrix math, SIMDs and quaternions, we finally got it working pretty well.
Mapping, naming bones and retargeting animation key frames to handle the differences between avatar and anime skeletons was lots of fun. Then there was the other side of the problem to create the Animated Activity templates user experience so it’s easy for anyone to get started without knowing any of that complexity.
-
Okay this is an exciting update to #blender in 4.5. The ability to load data directly into #geometrynodes
However I am not seeing #OpenUSD yet, but if these formats are a stepping stone to importing and manipulating USD data in geonodes then we are soon going to be making huge leaps in blender 💪 -
I find it very strange that #Maya supports creation of and importing of a UsdPreviewSurface yet #Arnold simply renders it as pink. Yet Arnold via #Houdini as has no problem interpreting the UsdPreviewSurface. #Blender too has no issue with the UsdPreviewSurface.
Just to note I created the file I am importing into Maya, in Maya to start with. If you use a UsdPreviewSurface it renders pink, but if you use a 'StandardShader' (not aiSS) it converts to UsdPreview upon export.
-
I find it very strange that #Maya supports creation of and importing of a UsdPreviewSurface yet #Arnold simply renders it as pink. Yet Arnold via #Houdini as has no problem interpreting the UsdPreviewSurface. #Blender too has no issue with the UsdPreviewSurface.
Just to note I created the file I am importing into Maya, in Maya to start with. If you use a UsdPreviewSurface it renders pink, but if you use a 'StandardShader' (not aiSS) it converts to UsdPreview upon export.
-
I find it very strange that #Maya supports creation of and importing of a UsdPreviewSurface yet #Arnold simply renders it as pink. Yet Arnold via #Houdini as has no problem interpreting the UsdPreviewSurface. #Blender too has no issue with the UsdPreviewSurface.
Just to note I created the file I am importing into Maya, in Maya to start with. If you use a UsdPreviewSurface it renders pink, but if you use a 'StandardShader' (not aiSS) it converts to UsdPreview upon export.
-
I find it very strange that #Maya supports creation of and importing of a UsdPreviewSurface yet #Arnold simply renders it as pink. Yet Arnold via #Houdini as has no problem interpreting the UsdPreviewSurface. #Blender too has no issue with the UsdPreviewSurface.
Just to note I created the file I am importing into Maya, in Maya to start with. If you use a UsdPreviewSurface it renders pink, but if you use a 'StandardShader' (not aiSS) it converts to UsdPreview upon export.
-
I find it very strange that #Maya supports creation of and importing of a UsdPreviewSurface yet #Arnold simply renders it as pink. Yet Arnold via #Houdini as has no problem interpreting the UsdPreviewSurface. #Blender too has no issue with the UsdPreviewSurface.
Just to note I created the file I am importing into Maya, in Maya to start with. If you use a UsdPreviewSurface it renders pink, but if you use a 'StandardShader' (not aiSS) it converts to UsdPreview upon export.
-
Tonight (02/19/2025 at 6pm EST) we're going to take a look at Solaris workflows, and talk about some processes that could help you improve your USD workflows. We'll also leave a bit of time for some Solaris/USD Q&A.
houdinihangout.com
-
Blender 4.4 will import/export OpenUSD with displacements (Feb'25).
Realtime rendering with Meshes/SubD and Displacements is currently not supported on Apple, but it's mentioned in the feature list since (over) a year now. And I already saw unintended(?) exports from ObjectCapture with "unused" .exr displacement maps early 2023.
It looks to me as WWDC25 will bring it to iOS 19 and visionOS 3.
I also hope for <model>. -
Super exciting #openUSD news - v24.11 is released! Lots of great changes:
-
Registration for the upcoming (free) virtual ANARI Hackathon on Oct. 21-23 is now open!
Come join us to work on various projects related to ANARI -- we will be meeting via Zoom to "divide and conquer" on all kinds of fun things to work on.
https://www.khronos.org/events/anari-hackathon-2024
#ANARI #analytical #render #paraview #VisIt #Ascent #OSPRay #PTC #raycast #OpenUSD -
Registration for the upcoming (free) virtual ANARI Hackathon on Oct. 21-23 is now open!
Come join us to work on various projects related to ANARI -- we will be meeting via Zoom to "divide and conquer" on all kinds of fun things to work on.
https://www.khronos.org/events/anari-hackathon-2024
#ANARI #analytical #render #paraview #VisIt #Ascent #OSPRay #PTC #raycast #OpenUSD -
Registration for the upcoming (free) virtual ANARI Hackathon on Oct. 21-23 is now open!
Come join us to work on various projects related to ANARI -- we will be meeting via Zoom to "divide and conquer" on all kinds of fun things to work on.
https://www.khronos.org/events/anari-hackathon-2024
#ANARI #analytical #render #paraview #VisIt #Ascent #OSPRay #PTC #raycast #OpenUSD -
Registration for the upcoming (free) virtual ANARI Hackathon on Oct. 21-23 is now open!
Come join us to work on various projects related to ANARI -- we will be meeting via Zoom to "divide and conquer" on all kinds of fun things to work on.
https://www.khronos.org/events/anari-hackathon-2024
#ANARI #analytical #render #paraview #VisIt #Ascent #OSPRay #PTC #raycast #OpenUSD -
Registration for the upcoming (free) virtual ANARI Hackathon on Oct. 21-23 is now open!
Come join us to work on various projects related to ANARI -- we will be meeting via Zoom to "divide and conquer" on all kinds of fun things to work on.
https://www.khronos.org/events/anari-hackathon-2024
#ANARI #analytical #render #paraview #VisIt #Ascent #OSPRay #PTC #raycast #OpenUSD -
If you (like me) have an iPadPro with A12Z and work on #OpenUSD, better not install any #ipados18beta on your device.
AR Quick Look behaves like this:
beta1 = tinted surface colours
beta2 = additional render glitches and freezes
beta3 = frozen camera feed or blackEvery beta gets worse.
Reported as FB13954256 and FB14166585 -
Another feedback for ARQL on iPadOS18: FB14115176
Groundshadow does not use subdivided mesh but its cage when using catmullClark
-
Many USDZ assets just need a single UVmap per mesh.
With iOS16, Apple allowed to add a second map. Very nice to combine an overall Ambient Occlusion map and use tiling patterns for diffuseColor/normals etc.
With visionOS2 now 4 extra texcoord attributes can handle float2 (like the first two), but also float3 and float4.
Can anyone give me a hint, what's coming our way? Obviously very fancy shaders.
-
Spent my afternoon delving into the #materialx api! Interested to see what I can do with it.