I find it insane that we still don't have an intermediate shader system for cross-compilation. Especially when you take a look at HLSL vs GLSL vs OSL and there are very few functions or principals that differ between them. Syntax aside, they still more or less cover the same things with different priorities. ie. OSL not being coded around realtime constraints. But that doesn't mean we shouldn't already have built-in systems, like USD is doing for geometry, which enables proper workflows. So many times I have dealt with clients who wonder why their blender, etc, materials aren't working in Unreal and so on. USD has been a saving grace amongst it all where projects like OpenMesh have taken the mantle and merely compartmentalised the intermediate sector between themselves. /rant-over
@@SajanSingh-mj8eh no, people need to stop using stupid short words. They could just call it universal scene description. It's not hard to write full words, I promise
2 years later and there's still no Masked UsdPreviewSurface material so any material with opacity is imported as Translucent because UE ignores the opacityThreshold property...
The Universal Scene Description (USD) interchange format is an open-source format developed by Pixar to address the need to robustly and scalably interchange and augment arbitrary 3D scenes that may be composed of many elemental assets.
Excited that when there is animation it goes into the sequencer!
That’s nice, I’m really curious to see where things gonna go, keep up the good work !
Good to see. Any timeline on shader support ? Mdl or material X ... or preferably Vray to unreal?
I find it insane that we still don't have an intermediate shader system for cross-compilation. Especially when you take a look at HLSL vs GLSL vs OSL and there are very few functions or principals that differ between them. Syntax aside, they still more or less cover the same things with different priorities. ie. OSL not being coded around realtime constraints. But that doesn't mean we shouldn't already have built-in systems, like USD is doing for geometry, which enables proper workflows. So many times I have dealt with clients who wonder why their blender, etc, materials aren't working in Unreal and so on. USD has been a saving grace amongst it all where projects like OpenMesh have taken the mantle and merely compartmentalised the intermediate sector between themselves. /rant-over
Can the foundry to implement this USD timeline import export deal so we can move assets and editorial decisions between Nuke Studio and Unreal.
Can o export animations from software like blender to unreal using usd?
I thought this was about us dollars in unreal engine 😂
Same here 😀
You need to be more upto date about such technologies! 😂
@@SajanSingh-mj8eh no, people need to stop using stupid short words. They could just call it universal scene description. It's not hard to write full words, I promise
@@HakaiKaien 😂 I agree, but it's too long. USD is a much better term.
When I import USD I cannot see the camera animated even after adding a new sequencer. How to fix this?
Pretty sure they're talking about "Universal Scene Description" from Pixar... not the U.S. Dollar ... had to look it up >.
Pixar, not Nvidia
@@biiiiioshock Good call, ty.. fixed it.
2 years later and there's still no Masked UsdPreviewSurface material so any material with opacity is imported as Translucent because UE ignores the opacityThreshold property...
The amount of people who don't know what USD is.. lmao
I think it's US Dollars...
Pero este pavo tiene gafas a medida a su cabeza WTF
3 minutes in... still no idea what usd is.....
The Universal Scene Description (USD) interchange format is an open-source format developed by Pixar to address the need to robustly and scalably interchange and augment arbitrary 3D scenes that may be composed of many elemental assets.