#pipelinejournal — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #pipelinejournal, aggregated by home.social.
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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! -
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.
#houdini #solaris #techart #pipelinejournal #openusd #animation
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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.
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So this weeks focus was user testing the edit pipeline/tools. We've been using pymiere - https://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 #OTIO
When not testing edit, I have been hard at work writing code to export our #OpenUSD models so that they perfectly layer in with lookdev. This means I have successfully decoupled LD & MDL usd version files.
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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 #Blender not allowing objects at different locations in the scene graph tree to have identical names, like #maya and #houdini -
#OpenUSD 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!
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Super happy to find that #Blender 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.
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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.
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Pretty chuffed! Delivered our first project created fully in #USD just in time for the #AnnecyFilmFestival
Starting in March we had no #OpenUSD in our pipeline and 3.5months later we have MVP support for all departments.
We also integrated #Blender for Modelling and Set Assembly. Its been a busy month not gonna lie!#Pipeline #PipelineJournal #Animation #Solaris #Python #Houdini
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Just to add insult to injury, #Maya uses 'map1' as its default, but auto renames to st on #USD export. So whilst exporting alembics from #Blender we then had two UV maps in Maya 'UVMap' and 'map1' when those files ultimately made it to rigging and then down to #Houdini #Solaris 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. -
Decided to do a write up on creating a simple asset with the geo & mtl layers as referenced layers via payload.
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The roll out of my new Asset Builder has gone amazingly smoothly. 💪 The #lookdev 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 ^_^
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Creating a payload feels oddly complicated in #Houdini 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'.
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Its been interesting working with USD and seeing how it can all be layered. The #Houdini 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. 💪
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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.
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Made a small update to my post on using #Vex functions to build a #USD Asset Review Turntable in #Houdini
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Been quite focussed on Set Dressing lately in #Solaris. 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 #USD technicalities but the result is a dressing.usd file that is sublayered into the set.usd for use down the pipe.
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Flexing the new #Vex functions to build a #USD Asset Review Turntable in #Houdini
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So whilst working on #StarWars Visions 2, I was also working on two of the Kizazi Moto films for #Disney lets just say its been a busy for months, but super proud of what we have been producing.