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i know, there limited resources on development and time. but from an end-user standpoint, Gaffer is quite a hassle with data.
* I got a camera export of ABC, which just a camera in it. gaffer could read it, no problem but i soon i hit render on Arnold or gaffer Cycles --> instant crash. the solution was, load this ABC into Houdini and export it again, read into gaffer --> it works.
reading attr into gaffer, it takes vector x,y,z, standart vector. arrays like color[0],color[1],color[3] are ignored.
quaternion or vector 4 not readable, but you need quaternion for instancing right? so have assembled it first with a quaternion node.
once you manage to export a point cloud or particle in way gaffer can read, the attr comes in as facing varying? with only points in the cache file.
-->you can't use unless you add osl object node and convert everything to vertex varying.
read spline is more a gamble game. polylines, b-splines, NURBS curves? something all works something none of it works. you lucky if in Houdini and easily shuffle data around, but if use any other software, you out of luck.
alembics with hierarchy is another gambling game.
it sounds a little bitchy
but that's the general user experience, I know some people on this list, which gone through the same. but I really appreciate all the works you guys put this into the OpenSource Project, thanks for that!
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Hi everyone. I'm bumping this thread because we're in trouble with our project and usd instancing in Gaffer.
We have to replicate 300 source buildings on 27000 instances. We have a setup in Houdini that does it, and when exporting the usd, we end up with a very small file size (under 1Mb) tha seem to correctly reference our houses. However when loading it in gaffer and rendering it with Arnold it seems to unique every instance. Which according to this discussions is actually what happens.Then I read this line from Don : "It looks like it should be quite simple to use Prim::IsInstance and Prim::GetMaster in the USDScene::objectHash to prevent multiple objects being created on USD scene read."
Is this something that can be done without coding ? Because right now the process is really long and memory intensive, we sometimes wait over 45 minutes before the render actually starts, and it seem to totally fail on computers with a lower ram budget.
Hello,
- interpretation of UVs who come from houdini are not working (we didn't test with other DCC ). we must use oslobject node to convert primvar from uv to st to make it work
we also get this annoying warning message all the time : WARNING : USDScene : Unknown type texCoord3f[] on PrimVar primvars:uv
Then I read this line from Don :"It looks like it should be quite simple to use Prim::IsInstance and Prim::GetMaster in the USDScene::objectHash to prevent multiple objects being created on USD scene read."
We also tried to instance the houdini usd files with the gaffer instancer but we also get some issues to read some primvar needed to match the objects' indexHere is the post where I talked about it https://groups.google.com/g/gaffer-dev/c/b5L-D03L_UM/m/UY5LfdCtBQAJ.It would be nice to have a fix for that.
Our team have an unresovled issue relates to point instancer in Gaffer. Dynamic point instancers in Maya won't be read correctly after importing to Gaffer, they remain static.
- interpretation of UVs who come from houdini are not working (we didn't test with other DCC ). we must use oslobject node to convert primvar from uv to st to make it workI believe I have fixed this already. USD's standard name for texture coordinates is "st" and Gaffer's is "uv", so we now rename "st" to "uv" on loading. We also automatically correct the type (your file has a `float2` type whereas `texCoord2f` would be more accurate). With my development version I now get this screenshot from your example file (after disabling the OSLObject workaround), does that look correct?
we also get this annoying warning message all the time : WARNING : USDScene : Unknown type texCoord3f[] on PrimVar primvars:uvThis is also fixed, in that we do support the `texCoord3f` type now, so the warning is gone. But note that the warning is coming from a primvar called "uv" in the USD file. Because we now rename the "st" to "uv" on loading, the original `texCoord3f` "uv" is getting stomped over. Do you need us to retain it, and if so, what should we call it?
Then I read this line from Don :"It looks like it should be quite simple to use Prim::IsInstance and Prim::GetMaster in the USDScene::objectHash to prevent multiple objects being created on USD scene read."This is still on my todo list, but I should be getting to it soon. If you have any example data for this I would love to see it. (the example you sent already is a USDGeomPointInstancer, but what Don was talking about was USD native instancing : https://graphics.pixar.com/usd/docs/api/_usd__page__scenegraph_instancing.html).
We also tried to instance the houdini usd files with the gaffer instancer but we also get some issues to read some primvar needed to match the objects' indexHere is the post where I talked about it https://groups.google.com/g/gaffer-dev/c/b5L-D03L_UM/m/UY5LfdCtBQAJ.It would be nice to have a fix for that.
I've done some work so that we now load USDGeomPointInstancers as a pointcloud that is more compatible with Gaffer's Instancer node. The only thing you should have to tweak now is to set the `prototypeMode` plug to the "Indexed (Roots Variable") on the Gaffer Instancer. With that, I get this from your example data :
Does that look like what you expect?
All these improvements are slated to be released in Gaffer 0.59, which we don't have a firm date for yet. But if there is some value in getting an early preview to you I should be able to sort something out.
I believe the issue here is trying to render from a camera that is not in the `__cameras` set. See :
I should be looking at populating the `__cameras` set automatically from USD and ABC data soon.
reading attr into gaffer, it takes vector x,y,z, standart vector. arrays like color[0],color[1],color[3] are ignored.
We don't have any array-of-arrays data type in Gaffer. Are the arrays you are interested in always of a fixed length, say, 2, 3 or 4? If so we may be able to convert to arrays of V2f/V3f/Color4f for you. Bear in mind though that it is preferable to encode the type (vector/normal/point) explicitly as it has a bearing on how data is transformed.quaternion or vector 4 not readable, but you need quaternion for instancing right? so have assembled it first with a quaternion node.Quaternions are already supported for reading in Gaffer for both USD and ABC files. If you have example data that doesn't load, please provide it. Bear in mind that Houdini's writing of quaternions to Alembic is/was broken - they round trip in and out of Houdini OK but the quaternions are stored in the wrong order according to the Alembic spec :I believe the SideFX issue for that is #92479 if you want to see if it has been fixed. Gaffer's Orientation node has a mode that you can use to fix the loaded data if necessary :
once you manage to export a point cloud or particle in way gaffer can read, the attr comes in as facing varying? with only points in the cache file.
-->you can't use unless you add osl object node and convert everything to vertex varying.Can you provide some example data to demonstrate this? I've seen similar things in the past, and it has always been the case that the Alembic file specified that, and rightly or wrongly we were loading at as specified. Note that Gaffer has a ResamplePrimitiveVariables node that is an easier and more efficient way of modifying the interpolation than going through OSLObject.read spline is more a gamble game. polylines, b-splines, NURBS curves? something all works something none of it works. you lucky if in Houdini and easily shuffle data around, but if use any other software, you out of luck.I have recently improved our USD curve loading considerably, but it hasn't been released yet :What I don't have yet is an example of `pinned` curves. Are you able to export some bSpline or catmullRom splines out of Houdini in pinned form?
alembics with hierarchy is another gambling game.Please elaborate. Both USD and Gaffer support the idea of the same location having both geometric data and a transform, partly for convenience and partly for performance. Alembic has no such concept - it is closer to Maya, where a location is either a shape or a transform but not both. When loading Alembics, we collapse single shapes into their transforms wherever possible. Is that what you're talking about?
Then I read this line from Don :"It looks like it should be quite simple to use Prim::IsInstance and Prim::GetMaster in the USDScene::objectHash to prevent multiple objects being created on USD scene read."This is still on my todo list, but I should be getting to it soon. If you have any example data for this I would love to see it. (the example you sent already is a USDGeomPointInstancer, but what Don was talking about was USD native instancing : https://graphics.pixar.com/usd/docs/api/_usd__page__scenegraph_instancing.html).I have to check with our FX lead if he can do a example scene
Here are some other instancing methods outputted from Houdini.
Here is a feedback on the improvement of the USD in gaffer 0.59 beta2We have send a render to the renderfarm with gaffer 0.59 beta2 and it took 15 minutes to render the images ! With gaffer 0.58 it took 1hour30 !The USD now are loaded really faster.
Are there any chance to see an "official" release of gaffer 0.59 soon ?
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