If this video helped maybe consider tipping on tipee ! Any donation is appreciate and really help support the channel 😃 Detailing in this page my goals here and how anyone can contribute 🙏 Cheers ! en.tipeee.com/adrienlambertvfx
Nice video, thank you! I think once they sort out all the bugs with USD so you can share ANY CG file across ANY DCC then it will be amazing! Hopefully one day you can make a full scene in Blender, then send it to Omniverse then finally to UE5 and render it out! I have been playing around with USD for a few weeks and yes the potential is awesome but its not there quite yet. Maybe in a few months?
I don't know much about this but apparently Davinci Resolve Fusion 18.6 supports USD with the MaterialX framework (whatever that is). Not sure why anyone would do their 3D rendering in Resolve.
can you make a video on setup and installation of USD and if you have send the link because I cant find or if you know someone has made, send that link
Any suggestions how to export vellum to blender from Houdini? Is alembic with UV's and normals the best way or maybe USD? Sorry, I'm just starting out my research on this. Any leads to resources or tutorials on this specifically would be appreciated. Thanks
Thank you so much for this tutorial!!!! I just want to ask, how the USD is managing the different render engines V-ray, Arnold etc. Because if I want to transfer between different softwares a scene, made to be rendered with any render engine USD is not looking that “universal” in terms of materials. It is look like you are linked to your render engine. Thank you in advance to clarify this point.
Thank you Adrien for another great tutorial, I will definitely check them out! I have one question: does the USD pipeline accommodate procedural assets? like can I arrange procedural assets using solaris to get more iterations in a scene? (I feeL solaris is very different from other feature in Houdini...)
Hope you'll like ;) You can still benefit of procedural sop workflow of course, but note that this can still potentialy slow down performances on complex scenes. Down the line caching an USD file of your procedural model endup saving on scene generation/loading especially if it's a slow asset to generate... solaris will tend to regenerate the asset at any changes of the scenegraph which can be annoying after a while.
Talking about smaller structure end of video ;) For small studio it still makes sense. For one person if no need to share files with clients or anybody else I guess it'd be making life more complex than you need to... But would definitely be an upgrade for your own organization skills. hehe
If it'd be artist friendly there would be no needs of tutorials haha It is more like a language to learn for sure and in that way it does need some getting used to.
In the early days of USD for sure it was challenging for artists to author and use as the tools were pretty raw. Today USD has evolved greatly, so has Houdini solaris and other USD apps as more tools are added to make composing USD far easier. USD is a pipeline format for collaborative work for sure. With that it establishes some good ground rules to follow. It is much more than a file format. USD can contain primitives: geometry with geo subsets, materials and assignments, cameras, lights, instance primitives, and so much more. It can encapsulate the entire scene description. It also supports layers where collaborative workflows start to become real. That means you can use Blender, I can use Houdini and another artist can use Maya to author and edit usd files and everything plays nice when combined together, lit and rendered with the same results. The one thing that pipelines suffer from is artists building assets without any regard to their down-stream use. Even if you are building your own assets it is worthwhile to understand. Yes USD does enforce a bit of discipline and rules to asset authoring. Once practiced, others downstream will be able to use your assets with minimal to zero work. That includes yourself.
Genial tout cela mais dans ta video comment importer in usd dans unreal tu parles de tout sauf des materials. Probablement parce que t'as pas reussi a les importer directement du fichier usd et t'as tout fait a la main comme un clodo. J'aime pas les tutos fait a moitie juste pour les likes.
If this video helped maybe consider tipping on tipee ! Any donation is appreciate and really help support the channel 😃
Detailing in this page my goals here and how anyone can contribute 🙏 Cheers ! en.tipeee.com/adrienlambertvfx
Looking forward to the tutorials!
Very interesting. Thanks for the video. Just getting into 3D and learning so much. Appreciate the video!
Awesome video. Informative and fun to watch. Looking forward to your upcoming tutorials!
Thank you Adrien! Good to see some visual clarification at one spot.
Wonderful, Thanks.
Interesting, merci Adrian!
Amazing
Thanks! nice video
Thank you, that was exciting ! :-)
it will be a wonderful tutorial series! thank you Adrien! 🙏🏼🙌🏼
Ce lever de sourcil à 4:54 est fabuleux
Thank you. Good intro to usd
Doing more tutorials about usd... really great thanks in advance
When ur parents doesn't care bout ur dream but cares bout USDs
I love usd workflow, nuke thinking way in houdini.
Real
Nice video, thank you! I think once they sort out all the bugs with USD so you can share ANY CG file across ANY DCC then it will be amazing! Hopefully one day you can make a full scene in Blender, then send it to Omniverse then finally to UE5 and render it out! I have been playing around with USD for a few weeks and yes the potential is awesome but its not there quite yet. Maybe in a few months?
Really intrested in the course
is animations and character supported by USD?
I don't know much about this but apparently Davinci Resolve Fusion 18.6 supports USD with the MaterialX framework (whatever that is). Not sure why anyone would do their 3D rendering in Resolve.
can you make a video on setup and installation of USD
and if you have send the link because I cant find
or if you know someone has made, send that link
Good vid
❤🔥❤🔥❤🔥
good video bro
so how do you open USDZ file and view it? how do you export USDZ from substance painter? thanks for the insight !
Any suggestions how to export vellum to blender from Houdini? Is alembic with UV's and normals the best way or maybe USD? Sorry, I'm just starting out my research on this. Any leads to resources or tutorials on this specifically would be appreciated. Thanks
This is great info. Quick question what if you're just a solo artist?
I love your content keep up the good work
Thank you so much for this tutorial!!!!
I just want to ask, how the USD is managing the different render engines V-ray, Arnold etc.
Because if I want to transfer between different softwares a scene, made to be rendered with any render engine USD is not looking that “universal” in terms of materials.
It is look like you are linked to your render engine.
Thank you in advance to clarify this point.
Would USD be good just for optimising big scene, instead of only integrating work between software?
USD file takes way less space than Alembic. For big scenes, no other format gives a real-time preview.
I think that the only software implementing it correctly and fully is Houdini with Solaris.
Thank you Adrien for another great tutorial, I will definitely check them out! I have one question: does the USD pipeline accommodate procedural assets? like can I arrange procedural assets using solaris to get more iterations in a scene? (I feeL solaris is very different from other feature in Houdini...)
Hope you'll like ;) You can still benefit of procedural sop workflow of course, but note that this can still potentialy slow down performances on complex scenes. Down the line caching an USD file of your procedural model endup saving on scene generation/loading especially if it's a slow asset to generate... solaris will tend to regenerate the asset at any changes of the scenegraph which can be annoying after a while.
Hey Adrien. Do you see any benefits of implementing USD in a very small studio or for just one person?
Talking about smaller structure end of video ;)
For small studio it still makes sense. For one person if no need to share files with clients or anybody else I guess it'd be making life more complex than you need to... But would definitely be an upgrade for your own organization skills. hehe
@@AdrienLambertvfx Oh wow, I missed the last few sentences in the video lol. Thanks for the answer :)
Is it possible to export to blender in usd
Blender does support USD ;)
@@AdrienLambertvfx ok thanks for the reply, so will simulations too work?
The fact what you need tutorials for file format shows how much USD is not artist friendly.
If it'd be artist friendly there would be no needs of tutorials haha
It is more like a language to learn for sure and in that way it does need some getting used to.
In the early days of USD for sure it was challenging for artists to author and use as the tools were pretty raw.
Today USD has evolved greatly, so has Houdini solaris and other USD apps as more tools are added to make composing USD far easier.
USD is a pipeline format for collaborative work for sure. With that it establishes some good ground rules to follow.
It is much more than a file format.
USD can contain primitives: geometry with geo subsets, materials and assignments, cameras, lights, instance primitives, and so much more. It can encapsulate the entire scene description. It also supports layers where collaborative workflows start to become real. That means you can use Blender, I can use Houdini and another artist can use Maya to author and edit usd files and everything plays nice when combined together, lit and rendered with the same results.
The one thing that pipelines suffer from is artists building assets without any regard to their down-stream use. Even if you are building your own assets it is worthwhile to understand. Yes USD does enforce a bit of discipline and rules to asset authoring. Once practiced, others downstream will be able to use your assets with minimal to zero work. That includes yourself.
@@rjw7032 If a "format" requires "practiced", it is not artist friendly. Period.
"rendered with the same results." Good luck.
so text based graphic files? guess artists really do want AI to take over, train some models on these files... easy peasy.
First
Genial tout cela mais dans ta video comment importer in usd dans unreal tu parles de tout sauf des materials. Probablement parce que t'as pas reussi a les importer directement du fichier usd et t'as tout fait a la main comme un clodo. J'aime pas les tutos fait a moitie juste pour les likes.