Hi guys,
not sure who else has been using USD?
We have begun integration with our pipeline at Method, for environments, and found the performance to be excellent.
Wondering what it would take to get Golaem caches into the USD formats?
To promote some (healthy) competition, I provide this example, from Atoms:
https://www.youtube.com/watch?v=ECS-ntgnf24
regards
Tim
Hi guys,
not sure who else has been using USD?
We have begun integration with our pipeline at Method, for environments, and found the performance to be excellent.
Wondering what it would take to get Golaem caches into the USD formats?
To promote some (healthy) competition, I provide this example, from Atoms:
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regards
Tim
Tim Riley Head of Crowds DeptVancouver, BCMETHODSTUDIOSLA / NY / ATL / VAN / MEL / SYD / PUNE
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I wanted to take a look at the example scene but I can't access itAnyone else having this issue
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Hey all,
I spoke to Toolchefs and they said testing with 2.5k agents - the whole USDskel skinning thing ground to a halt - it's not feasible to skin that much live geometry.
So it might actually be red herring to follow this development, unless a USDProcedural can be made.
Try this link, to download the Atoms example:
Nicolas, to answer your questions:
Method
has compiled the release USD, as well as have our own version with minor changes to the code. We are looking into AL_USDMaya as a replacement for Pixar's USD plugin.
Very
good, native instancing ( ie Referencing instancing ) is good, but using the PointInstancer schema is very fast, easily hosting hundreds of millions of instances.
Viewport
performance drops off after 20,000 complex instances, and so bounding box mode must be employed for data sizes larger than that.
It might be worthwhile, to have a look at the .usd format, to see if it can be converted to a .gtg file, for terrain adapation.
best regards
Tim
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Hey all,
I spoke to Toolchefs and they said testing with 2.5k agents - the whole USDskel skinning thing ground to a halt - it's not feasible to skin that much live geometry.
So it might actually be red herring to follow this development, unless a USDProcedural can be made.
Try this link, to download the Atoms example:
Nicolas, to answer your questions:
Method has compiled the release USD, as well as have our own version with minor changes to the code. We are looking into AL_USDMaya as a replacement for Pixar's USD plugin.
Very good, native instancing ( ie Referencing instancing ) is good, but using the PointInstancer schema is very fast, easily hosting hundreds of millions of instances.
Viewport performance drops off after 20,000 complex instances, and so bounding box mode must be employed for data sizes larger than that.
It might be worthwhile, to have a look at the .usd format, to see if it can be converted to a .gtg file, for terrain adapation.
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HeyUpping that thread about USD as we released a Golaem For USD procedural plugin as part of our 7.2.1 release which takes advantage of the USD Dynamic Payloads (instead of USD Skel). We wrote an overview tutorial here: http://usd.golaem.comYou can download the package here: http://packages.golaem.comComplete Release Notes: http://releasenotes.golaem.comLet us know if you have any feedback / questions about it!Best,
Hey,
From: Nicolas Chaverou <nicolas...@golaem.com>
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I have already tried according to the link you sent.I think the problem is that Katana has its own built in version of USD. So there must me some other environment variables for Katana.I think the environment variables that are in that link are for a Standalone build of USD.
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