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#pipelinejournal — Public Fediverse posts

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  1. Integrating the asset library directly into our Asset Manager. Dragging & dropping assets for set dressing purposes from the asset library trumps a million times over. Then export to USD, now we're cooking on gas!!!

  2. Due to work needing me to do set dressing in 2020 🤮 I decided to at least use it as an opportunity to learn which has been a pleasure. Writing a bunch of tools around it to make it pipeline friendly, regarding asset use & linking.
    Starting to see some great results!

  3. Yes! That may have taken longer than it should have, but got it working! 💪 Cull Points based on Camera Frustum in vanilla Maya 2020, Bifrost 2.2.0.1!
    Its much easier in Maya 2023 and Bifrost 2.6+ but here we are!

  4. 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.

  5. Really enjoying the fact that a file can be sublayered right into a file. This is really making me rethink some of our processes.

  6. So with the release of I have renewed my interest in . Actually just really keen to do a deep dive into material libraries, storing, reusing and accessing materials across DCCs.

  7. I do love that just when i think i cant do something with a QT interface it surprises me and lets me do exactly what I need. Its been a productive day 💪

  8. I'm probably the only person fully testing the user experience of our pipeline. (between projects, so no artists on pipe). It saddens me when I find new obvious bugs coz the dev didnt test. I get it one change can introduce a multitude of issues... but some devs are very good at checking thier work vs others who code and forget.

  9. Been writing a new tool to help artists log thier time based on assigned assets/shots. Hoping to gain more insight into how long specific tasks and shot work takes.

  10. So this weeks focus was user testing the edit pipeline/tools. We've been using pymiere - 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.

  11. 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

  12. 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!

  13. Super happy to find that has an equivalent to a UUID.

    # Assuming 'obj' is your object
    uuid = obj.as_pointer()

    Busy working on our Pipeline Asset Validator and need to make sure all names are unique yet conform to our naming standards.

  14. I do also need to do a deep dive into a python tool that was written two years ago for , that now needs implementing in Its gonna get wild as the dev who wrote it has since left the company.

  15. 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.

  16. Pretty chuffed! Delivered our first project created fully in just in time for the
    Starting in March we had no in our pipeline and 3.5months later we have MVP support for all departments.
    We also integrated for Modelling and Set Assembly. Its been a busy month not gonna lie!

  17. So this week I cloned down the repo and for the first time in my life successfully built a c project! I honestly did not expect it to work so smoothly. Props to the blender devs who put that all together.

    Now to go do some digging in the code ^_^

  18. Just to add insult to injury, uses 'map1' as its default, but auto renames to st on export. So whilst exporting alembics from we then had two UV maps in Maya 'UVMap' and 'map1' when those files ultimately made it to rigging and then down to we now have 'st' and 'st1'.
    Spent friday debugging why mtl.usd wasn't being applied correctly to anim.usd and well it came down to UV names.

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

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

    maglit.me/usdassetbuildpayload

  21. 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 ^_^

  22. 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'.

  23. 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. 💪

  24. So I've been rebuilding or shall I say building from scratch our own Asset Builder. Leaving the native houdini component builder behind. It goes live on pipe today and not being backward compatible, any old assets that we might need to go back to would need to be updated.

  25. Yes! Animation files coming out of Maya now sublayer perfectly with our lookdev USD files. Meaning we have fully shaded animation rendering in Solaris ^_^

  26. OMG! Okay so first 'successful' shot build in ! Sure shading on anim isn't working just yet (literally next on my Todo list) but damn this is exciting. The Scene Graph is looking neat with everything in their correct prim paths. Yes!! :D

  27. Made a small update to my post on using functions to build a Asset Review Turntable in

    maglit.me/solarisassetturntable

  28. Been quite focussed on Set Dressing lately in . I have managed to build a really great foundation tool for the set dressing artists to work in. They dont need to worry about the technicalities but the result is a dressing.usd file that is sublayered into the set.usd for use down the pipe.

  29. So whilst working on Visions 2, I was also working on two of the Kizazi Moto films for lets just say its been a busy for months, but super proud of what we have been producing.

    youtube.com/watch?v=tmXLzJLwiHw