I have no experience with it but if it's as good as all the other open-source tech from Pixar, then I don't mind if it becomes the new standard. Thanks for the info!
Looks like Omniverse could become a big thing in big stuiods. Artists are able to work on the same asset/level at the same time. Autodesk and Allegorithmic whre involved in the design of this new workflow. The magic behind is that USD files are streamable.
@Eric Chadwick you probably know this better than I do - I've seen you sneaking around babylon's github ;D - but isn't gltf intentionally more limited in scope in order to provide a quick and small web-realtime format? Though it certainly seems easily extendable with its .gltf/.bin combination ...
Yes, it certainly is. Different needs for different delivery methods.
A more complex format like USD seems like it could be better in the long run, but there just isn't enough tool & rendering support for it at present. So who knows? Apple seems to be looking longer-term and taking a bit of a gamble.
Curious why Apple is passing over glTF in favor of USDZ. Wish we could have one format for universal delivery, but nooo... not on Apple's watch.
Well, yeah, but let's be honest FBX is horrible. USD seems pretty legit, and solves a lot of long-standing problems (especially in scene representation).
New: Live Universal Scene Description Stage (Beta) You can now work with a Universal Scene Description (USD) Stage live in your Unreal Level, making it more intuitive and efficient to work with USD data in Unreal Engine.
Full two-way synchronization so you can update the content in-engine when the USD data changes, and you can edit the scene in Unreal and write the results back out to disk.
No time-consuming import process, and no duplicate Asset data.
Supports Static Meshes, Cameras, Skeletal Meshes, Variants, Animations, and Materials (PreviewSurface and DisplayColor).
USD - Houdini to UE4, now onto testing Maya/Blender/3DSmax/Nuke and so on.....back soon with updates
We have been testing the USD pipeline, we really hope to role it out this year across all the software. It is working well across Houdini to UE4. We have an issue with Maya's preview material which is destroying the UV's on objects, anyone else got the same problem? Managed to get the lights working which was a plus, just need to test rigs, cameras and so on.
Also trying to learn Blender & Houdini rigging at the moment so its quite a lot to juggle but I really want to add a Blender USD to the pipeline.
I can not wait to see this in action with UE5. I wonder if baking will even be needed, as they mention in the video the statues are 35 million polygons. I can see UE5 just being a container for tons of exports, I guess a data wrangler is needed because if a UE5 file crashes its going to be interesting importing lots of 5-10 million polygon assets. Anyway will just have to wait and see, must not jump the gun, lets just focus on USD for now
I gave a short talk last week to the Academy Software Foundation's USD working group last week about "USD and MaterialX at Wayfair", might be interesting to people here.
Replies
https://developer.apple.com/videos/play/wwdc2018/603/
And i found a working USDZ file for testing this file format.
Tab on the Cat if you have an iOs12 device.
https://multi-verse.io/ar/
Multiverse is also the only plugin i know that is able to export direct from maya.
https://www.vectary.com/3d-modeling-how-to/how-to-create-usdz-file-for-ar-online/
https://www.allegorithmic.com/products/substance-painter/release-notes
I like it.
https://blogs.nvidia.com/blog/2019/03/18/omniverse-collaboration-platform/
https://www.youtube.com/watch?v=K9FSEdImVSc
https://github.com/Unity-Technologies/usd-unity-sdk/
https://www.ustream.tv/gpu-technology-conference
Autodesk and Allegorithmic whre involved in the design of this new workflow. The magic behind is that USD files are streamable.
https://developer.nvidia.com/nvidia-omniverse
Here a youtube version of the video above.
https://youtu.be/rVsp6o9t5nY
https://blogs.unity3d.com/2019/03/28/pixars-universal-scene-description-for-unity-out-in-preview/
http://www.usdmanager.org
A more complex format like USD seems like it could be better in the long run, but there just isn't enough tool & rendering support for it at present. So who knows? Apple seems to be looking longer-term and taking a bit of a gamble.
(sidetrack: I'm interested in this being ratified https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_techniques_webgl )
https://youtu.be/Yp_TRVD3wjQ
USD does indeed seem poised to be the final nail in the FBX coffin.
Great to see so much momentum behind it at SIGGRAPH!
And Omniverse was indeed awesome to see demo'd. Shows the high potential of USD. Everyone was jumping on USD.
https://on-demand.gputechconf.com/siggraph/2019/video/sig957-colloborative-workflow-for-media-and-entertainment/
https://github.com/Autodesk/maya-usd/tree/refactoring_sandbox
https://vimeo.com/365638295
Unreal Engine with native USD support.
https://www.unrealengine.com/en-US/blog/unreal-engine-4-24-is-now-available
You can now work with a Universal Scene Description (USD) Stage live in your Unreal Level, making it more intuitive and efficient to work with USD data in Unreal Engine.
Full two-way synchronization so you can update the content in-engine when the USD data changes, and you can edit the scene in Unreal and write the results back out to disk.
No time-consuming import process, and no duplicate Asset data.
Supports Static Meshes, Cameras, Skeletal Meshes, Variants, Animations, and Materials (PreviewSurface and DisplayColor).
Supports third-party USD plugins.
Maya_USD Dev Blog.
https://area.autodesk.com/blogs/the-maya-blog/maya-usd/
https://area.autodesk.com/blogs/the-maya-blog/usd-plugin-for-maya-fundamental-pillars/
Pixar Pipeline Insides.
https://renderman.pixar.com/stories/pixars-usd-pipeline
Houdini Solaris USD Integration.
https://youtu.be/Aql6SIOIyXs?t=203
https://developer.nvidia.com/nvidia-omniverse-platform
https://docs.nvidia.com/omniverse/manual/Omniverse_Main_Welcome.html
We have been testing the USD pipeline, we really hope to role it out this year across all the software. It is working well across Houdini to UE4. We have an issue with Maya's preview material which is destroying the UV's on objects, anyone else got the same problem? Managed to get the lights working which was a plus, just need to test rigs, cameras and so on.
Also trying to learn Blender & Houdini rigging at the moment so its quite a lot to juggle but I really want to add a Blender USD to the pipeline.
I can not wait to see this in action with UE5. I wonder if baking will even be needed, as they mention in the video the statues are 35 million polygons. I can see UE5 just being a container for tons of exports, I guess a data wrangler is needed because if a UE5 file crashes its going to be interesting importing lots of 5-10 million polygon assets. Anyway will just have to wait and see, must not jump the gun, lets just focus on USD for now
http://www.cgchannel.com/2021/03/pixologic-releases-zbrush-2021-6-2/
https://www.youtube.com/watch?v=d6E7mycRiQc&ab_channel=MichaelPavlovich
I gave a short talk last week to the Academy Software Foundation's USD working group last week about "USD and MaterialX at Wayfair", might be interesting to people here.
Video available here along with a few other neat talks: https://wiki.aswf.io/display/WGUSD/Presentations
@Eric Chadwick If i use the first link i end up at the Academy but i cant find your talk.
Im dumb. Its the second link. Nothing to see.