Autodesk Maya 2022: USD Workflow for Beginners

Поділитися
Вставка
  • Опубліковано 28 січ 2025

КОМЕНТАРІ • 72

  • @RolandReyer
    @RolandReyer 3 роки тому +3

    This is really the best video on USD I have seen so far (and I have seen quite a few).
    BTW: you sound very much like my former colleague GB.

  • @CHIFAN2
    @CHIFAN2 4 місяці тому +1

    Thank you very much for this USD information and workflow! Cheers to you and your family!😍😍😍

  • @locallocallo
    @locallocallo Рік тому +1

    Very Informative, thanks a lot!

  •  2 роки тому

    This is a brilliant video to teach Maya USD workflow. Thank you!

  • @ttwtta2911
    @ttwtta2911 3 роки тому +5

    Great truorial, thanks, and I am testing USD pipeline, but when the pipeline is worked RiG pipeline, I am confuse, could you talk about it simplely?

    • @ZeroConditionaltutorials
      @ZeroConditionaltutorials  3 роки тому +2

      Maya's USD integration doesn't support rigging yet. The first stages have been focused around scene assembly workflows.

  • @mmmuck
    @mmmuck Рік тому

    This seems great for lighting setups

  • @ignaciogasco6206
    @ignaciogasco6206 3 роки тому +5

    Great tutorial, I was wondering if it is possible to create variants in maya? I can read them but I'm struggling to find a way to create them. Thanks a lot

    • @ZeroConditionaltutorials
      @ZeroConditionaltutorials  3 роки тому +2

      Unfortunately you can't at the moment, which is frustrating, but it will come I'm sure. The focus on this version was really around the scene graph and hierarchies. The approach Autodesk often take now is to get something functional out and then build upon it. This is a very typical process with product developement.

    • @ignaciogasco6206
      @ignaciogasco6206 3 роки тому +1

      @@ZeroConditionaltutorials ah, I see. good to know! thanks a lot for the quick reply:)

  • @teovfx2445
    @teovfx2445 9 місяців тому

    Hello. How can we add subdivision to USD objects in Arnold Render?

  • @24mjohnson
    @24mjohnson Рік тому

    with the same file and using Maya 2024, when i select sequenceDressing.usd layer under USD layer editor, and then go and add the bare variant of the refrigerator, it gives me an error of like cannot edit variant selection attribute because there is a stronger opinion in some layer. Not sure what that is or anything as i did it with the same kitchen file and the same edits as you did. Any idea why this would happen?

  • @jkartz92
    @jkartz92 Рік тому

    can we have volumetric data in usd? will it be readable?

  • @kamalganesh8789
    @kamalganesh8789 Рік тому

    while trying to import the kitchen set usd file maya 2024, the oreintation of the file is chnaging. how can i fix this...need help

  • @KenparckVFX
    @KenparckVFX 3 роки тому

    Hello sir. In your lesson, you imported a USD model of the car (10:10), and there were no shaders on it, unlike the original car standing next to it. I have the same problem. Both on the viewport and during rendering, the imported USD model is displayed in gray. Can you help me to find solution please, or maybe give me a link to information about it! Thank you

    • @ZeroConditionaltutorials
      @ZeroConditionaltutorials  3 роки тому

      Check the import and export options for materials. For example, if coming from Maya and are using Arnold, you can choose this option to ensure the material information is exported with the USD. Then when importing, check the options and choose not to convert the materials. The shader info should come in. Also remember you need the Hydra (mtoh) plugin also loaded. Then you should be able to see render in the viewport in Arnold, with with the Arnold Hydra option, or with Arnold normally.

    • @Lucky-hk2oi
      @Lucky-hk2oi 3 роки тому

      yea I have been having same issue and its driving me crazy

  • @Yamagatabr
    @Yamagatabr 2 роки тому

    Excelent explanation! How it works when exporting a scene with shaders? Does it convert maya Ramps, Noises, and File Textures to a format that can be read by Arnold on other aplications? Does it make an automatic translation to Arnold nodes preserving the look? Thanks

    • @ZeroConditionaltutorials
      @ZeroConditionaltutorials  2 роки тому +1

      Check out the latest version of the USD plugins. There's now MaterialX support. It will support alot of the shader functionality, but some things might be missing. Or the shader network can be converted but it's then about how to connect it to the shader of choice. With Arnold you can export an Arnold USD file and that should retain everything, and then take it into another package that also has Arnold.

    • @Yamagatabr
      @Yamagatabr 2 роки тому

      @@ZeroConditionaltutorials Thank you! Will take a look in MaterialX .
      If I export the Arnold USD file of the shader network, it will work in 3dsMax even if I use specific Maya nodes? (ramp, noise, file, water, layeredtexture)

    • @ZeroConditionaltutorials
      @ZeroConditionaltutorials  2 роки тому +1

      @@Yamagatabr Yes it should work, but I haven't 100% tested. The USD import for Max is still in the early stages and works like Maya's IO, in that the import just converts it to Max data. You can use an Arnold standin and use an USD file and that works no problem if all you need to do is render. Check my video here - ua-cam.com/video/H_4aEa0Vl-Y/v-deo.html

  • @hahasum
    @hahasum 3 роки тому

    Great tutorial to explaining the USD, but i don't know how to use the prim Name function, have any idea? Thanks a lot 😘

  • @EClavel
    @EClavel 2 роки тому

    Informative video. Wish maya wasn’t extremely limited on USD work flow…. Houdini offers so much more power using USDs

    • @ZeroConditionaltutorials
      @ZeroConditionaltutorials  2 роки тому

      The plugin and workflow has really moved on since this video. Alot more stuff now and with Bifrost, authoring USD data is better as well.
      Houdini/Solaris is certainly in a strong position. They went with USD early, so have some advantage.

  • @DGFA-
    @DGFA- 3 роки тому

    Hi, how to assign materials to assets coming from other software like Blender or Houdini?

    • @ZeroConditionaltutorials
      @ZeroConditionaltutorials  3 роки тому

      If you're importing USD data via the File>Import, then data will come in as native Maya, then you can do what you need to, then export as USD.

  • @k-vandan
    @k-vandan 3 роки тому +1

    thank you :)

  • @barel8741
    @barel8741 3 роки тому

    Hi, is usd can export texture as well,and apply it automatically in others? I'm still new in 3d

    • @ZeroConditionaltutorials
      @ZeroConditionaltutorials  3 роки тому

      exporting data to USD works like any 3d data format. You link textures in the usual way. As long as your scene can read the textures from your file system, you should be ok. If you want to include the textures with the export, then use the USDZ format and check the export options.

  • @cgaraby6125
    @cgaraby6125 3 роки тому

    is usd support pbr textures import with material ?

    • @ZeroConditionaltutorials
      @ZeroConditionaltutorials  3 роки тому +1

      MayaUsd currently supports OpenEXR textures, 8, 16 and 32 bits, single channel, RGB and RGBA

  • @tr1ph0p
    @tr1ph0p 2 роки тому

    good stuff

  • @davidmonteiro6822
    @davidmonteiro6822 3 роки тому

    Nice! At this point USD does not support rigging systems export/import?

    • @ZeroConditionaltutorials
      @ZeroConditionaltutorials  3 роки тому

      afaik, not in the current Maya plugin. Autodesk have said that previously that the initial focus has been on Assembly and Layout workflows. This helps get all the under the hood stuff done as well. Some good info here:
      area.autodesk.com/blogs/the-maya-blog/maya-usd/
      area.autodesk.com/blogs/the-maya-blog/usd-plugin-for-maya-fundamental-pillars/

  • @driftwood-f4p
    @driftwood-f4p 3 роки тому

    How to make USD Variant Sets in Maya?

    • @ZeroConditionaltutorials
      @ZeroConditionaltutorials  3 роки тому

      I believe the functionality is there, but its not been exposed in the UI yet, and so at the moment you can't out of the box.

  • @dodeedada
    @dodeedada 3 роки тому

    Hello, will this works flawlessly with Vray? Arnold is good but too slow

    • @ZeroConditionaltutorials
      @ZeroConditionaltutorials  3 роки тому +2

      Need to ask Chaos Group really. I don't think Vray currently has USD/Hydra support.

  • @billjeason6635
    @billjeason6635 3 роки тому

    So the Maya2020 won`t support those features right?

    • @ZeroConditionaltutorials
      @ZeroConditionaltutorials  3 роки тому

      No, Autodesk do provide a Maya 2020 version of the plugin: github.com/Autodesk/maya-usd/releases/tag/v0.12.0

    • @billjeason6635
      @billjeason6635 3 роки тому

      @@ZeroConditionaltutorials Sorry I didn`t directly download the package but build it from source and use it in Maya 2020,it seems like some ERROR occur,when i import usd file from disk i found no options in File type Specific Option!

    • @ZeroConditionaltutorials
      @ZeroConditionaltutorials  3 роки тому

      @@billjeason6635 I'm not a coder so personally I haven't compiled the code. I used the package.

    • @billjeason6635
      @billjeason6635 3 роки тому

      @@ZeroConditionaltutorials Thank you for your patiently answer

  • @lestervidalgutierrez2961
    @lestervidalgutierrez2961 3 роки тому

    Excelent approach to usd workflow. I have a doubt, Could we create usdz files in Maya? Thanks

    • @ZeroConditionaltutorials
      @ZeroConditionaltutorials  3 роки тому +2

      In the current vanilla plugin for Maya 2022 currently only .usd, .usdc, and .usda are supported file formats for export. .usdz support is limited and is only available when creating a stage from file.
      For creating a .usdz file, then you could use the usdzip utility that Pixar provide as part their open source package.

    • @lestervidalgutierrez2961
      @lestervidalgutierrez2961 3 роки тому

      Thanks a lot. It would be awesome if you teach in a video how to install and use pixar’s usd package on windows. I search in UA-cam and nobody has make a video of it. That is a good method to create usdz for ios augmented reality from maya

    • @ZeroConditionaltutorials
      @ZeroConditionaltutorials  3 роки тому +1

      @@lestervidalgutierrez2961 You kinda don't need the Pixar package, unless you wanted to implement USD further, because you would have download and compile the code. This is the same for the MayaUSD plugin, the code is all there on github.
      Having a quick look at some docs, .usdz support is there in Maya but they haven't exposed it through the UI. You might be able to import/export via the command line. The docs do explain about the options. If you're a TD or know some python, you couldn't probably put something together.

    • @ZeroConditionaltutorials
      @ZeroConditionaltutorials  3 роки тому +2

      ​@Lester Vidal Gutierrez ok, I have looked further and I've been able to import and export .usdz files.
      For importing, just go via File>Import and select a file. You can even drag and drop it into the Maya viewport.
      For exporting you can choose either ASCII or Binary for the usd file format, but for the file name actually type in the .usdz file extension and it exports as .udsz
      Hope that might help.

    • @lestervidalgutierrez2961
      @lestervidalgutierrez2961 3 роки тому +2

      It works like charm. Thanks!!!!

  • @archivradio
    @archivradio 3 роки тому +1

    great!

  • @AinurEru
    @AinurEru 3 роки тому +1

    Lambert, Blinn and Phong - very 2022... :P

    • @ZeroConditionaltutorials
      @ZeroConditionaltutorials  3 роки тому

      There's Arnold support out of the box and more is coming, especially around MaterialX

  • @SmedleyRudolf-w4k
    @SmedleyRudolf-w4k 4 місяці тому

    Davis Barbara Gonzalez Amy Martinez Christopher

  • @schmoborama
    @schmoborama 3 роки тому

    Wow and only 2 full years / versions behind Houdini! And I'm sure everything actually works, and ppl won't have to wait another 2yrs for a stable, production-ready release... LOL

    • @ZeroConditionaltutorials
      @ZeroConditionaltutorials  3 роки тому

      Well there has been USD in Maya for sometime via the Pixar and Animal Logic plugins, which Autodesk have had to take over and essentially merge. This officially supported plugin got it's first release over a year ago, so it's come along way. Personally I take the positives in that another vendor picking this up and supporting it is only a good thing. SideFX have pushed alot early with USD but they've been developing Solaris which has USD at it's core so that kinda had too. What they've done looks really good though.

  • @gaultproject
    @gaultproject 3 роки тому

    Sorry, don't you lie yourself that Hydra makes some useful for maya? It doesn't support a lot of features of modern renderers, reduces using of lights and doesn't cover all VP2 capbilities. What it is needed then for? Pixar itself don't use usd files rendering - just through Hydra, but it is very simple task to write an utility (even with python) - which can pass with same degree of success and with more freedom all data to arnold, prman and any modern renderers with API published. Are you sure, you wish to use a zoo of renderers just ot see their approximate results in viewport?
    I loaded btw Pixar's Kitchen - it had Z-up. Ok, I turned it - but Hydra spit on this transform, renders as it was loaded - yes, it is scene delegate issue - but WHAT for should you catch bugs of Hydra delegates, instead of realizing new cool features? I see everything is nice with arnold/VP2GL - and I am HAPPY.
    (to be true, it is better for Arnold to process subdivision tags already set for meshes, but it is NBD).

    • @ZeroConditionaltutorials
      @ZeroConditionaltutorials  3 роки тому

      Hydra is a framework that allows scene graphs to talk to a renderer, or any renderer if they have a Hydra delegate. Doing this allows you to have Maya data and USD data in the scene graph and for them to be rendered as normal. Ideally you shouldn't need to convert USD data to Maya just render it or display it, especially if you have USD data coming from a different software. It's not about having to use multiple renderers, but being able to use the renderer of your choice.
      There's more information here - github.com/Autodesk/maya-usd/blob/dev/doc/MayaToHydra.md

    • @gaultproject
      @gaultproject 3 роки тому

      @@ZeroConditionaltutorials I know what Hydra was introduced for. Now we have just eye of a needle, which prevents us from efficient using of renderer’s capabilities, and I see no perspectives for this can be really changed. You forced with using third party code of usd delegate, for example, which may pass usd by ITS way, not necessarily comfortable for you. And it has bugs, as it shown for spheres geometry. Then we forced to use another subsystem (Hydra itself) - and should obey it’s defects, as impossibility to pass instance material definition, for example, or impossibility to pass implicit geometry or even quadric-based primitives (spheres or cylinders). What for? Is VP2 such bad to defy its features in favor of Hydra when you ALREADY have nice support for VP2 arnold ? To be true - it is needed for Solaris, ok. But it doesn’t work very nice there.
      I know, it is not so simple task to develop for VP2 visualization, but if you have experience with it - why should you do absolutely different story for same task?

    • @ZeroConditionaltutorials
      @ZeroConditionaltutorials  3 роки тому

      @@gaultproject Sorry I can't really provide answers to your comments. I don't work for Autodesk or Pixar. I can only say that having something like Hydra helps things to be agnostic so you can pass the data you need. And though it may be 3rd Party code, that code and the project as a hole is open source, so this allows anyone whose capable to access the source and build upon it. Personally and this is just my opinion, I think its good that Autodesk and other vendors supporting USD/Hydra are making the source for their integrations open source.

    • @gaultproject
      @gaultproject 3 роки тому

      @@ZeroConditionaltutorials I took a glance now to arnold7 usd support sources available - there is really support of usd rendering directly without Hydra delegate. Yes, Hydra module is presented too - and it looks more complicated. We have the famous tale about axe porridge - it is all about Hydra.

  • @christopher8116
    @christopher8116 3 роки тому +1

    Suppose I have a file called; table.usd. If I want to have that table break into pieces; and I save that as; tablefx.usd.
    When importing this into a scene, I assume that tablefx.usd must have the strongest opinion or overwrite the path of table.usd ?

    • @ZeroConditionaltutorials
      @ZeroConditionaltutorials  3 роки тому

      It would really depend on how you might want to layer things up. That's where the Maya USD Layer Editor comes in.
      Worth checking the docs - knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2022/ENU/Maya-USD/files/USD-for-Maya/GUID-4FAD73CA-E775-4009-9DCB-3BC6792C465E-html.html

  • @kenkurras4926
    @kenkurras4926 Рік тому

    Of course you click on the link in the comments for the "official documentation" and get The requested URL /view/MAYAUL/2022/ENU/​ was not found on this server. good work, Autodesk.

    • @ZeroConditionaltutorials
      @ZeroConditionaltutorials  Рік тому

      could be a broken link on my part. I've fixed it.
      Took me a few seconds to get the right link and docs, they're all public.