I'm killing for PhysX 5 capabilities inside either Unity or UE5, USD on the other hand is easily the future and animation curves are the next big update
Tools like Omniverse is the main reason Ive never been tempted by an AMD graphics card. nvidia has better integration with pro apps like maya for GPU rendering etc. so many tech review youtube channels are focussed on gaming and rarely do i see this pointed out.
tbh I'm still not completely sold on Omniverse, if you're working inside of Unreal wouldn't you want to skip Omniverse and to just have your USD scene directly inside of unreal instead? Maybe if you don't have a decent physic simulation app, like Houdini I could see it being useful but even Blender is getting pretty good at that stuff now.
Great summary of USD! You mentioned using alembic from Maya to UE because of deformations. But does USD support non linear deformations (Like lattices)? Since UE still can't handle non linear deformation, I wonder if this would be a nice work around. Thanks again for the great content!
I'm mostly interested in Apple Vision Pro's adoption of USD. Reality Composer Pro is a quick way to make little USD scenes. Their converter from glTF doesn't work that well. I don't know if USD will ever be able to make it to the web but glTF is so limited compared to USD.
USD is open-source but it requires specific hardware from nvidia (an RTX card). even closed source formats are not as predatory and exploitative as this strategy. look how much the video emphasizes on USD being open-source, and completely ignoring how using it requires specific hardware from 1 company along with software and plugins that come from it.
the Blender implementation can still improve but it's enabling me to render my animations in UE5 (mostly 60FPS so no Cycles and Eevee is quite limited). super promising technology!
As someone like me that has been getting into fun world-building type projects recently. Working a couple right now. Seeing this type of tech being real is really exciting. Especially learning how it can help me save time using different programs from blender, houdini and UE5.
@@4.0.4 With v18.5 there was "Initial support" for USD files in Fusion. With a renderer that at first couldn't do shadows. I think it has shadows now in a recent patch but I haven't seen too much buzz around it. The USD system in Fusion also has "support for Hydra based renderers, such as Storm". What that will mean for adding third party Renderers with more features and better optimized performance, I don't know. At the moment, it's baby steps. Fusion right now has two very separate 3D systems. I do hope they take things further to merge them seamlessly in a near future. Since USD seems to become the defacto industry standard, I think they have a lot to lose if they don't. But yeah, if I could build full scenes in Blender, import them to Resolve Fusion, do final camera animation there, and render with something like Omniverse or Unreal 5 in Fusion and have full playback on the Resolve Timeline (probably assisted with cache renders)... That would be such awesome, much wow. But at the moment, you need to talk with someone more skilled and up to date with Fusion USD 3D if you want more than just speculation. And, of course, we need to badger Blackmagic relentlessly so they know we don't want them to forget about the USD bits in Fusion. :)
@@wileji I'm not sure it has... yet... Yes I have seen the recent updates. It's going forwards. But I do hope they fully merge the two systems soon. I mean. For one thing. How would I make a 3D tracked camera that renders a USD object? The camera tracker can export a legacy 3D camera with all the animation. But I see no way to put a USD render in that pipeline. It's still very separate. If they merge the systems somehow or port most functions to the 3D renderer (presumably to keep the old system for compability). My hopes are still there, but I wouldn't say that my wishes are granted... at least not yet.
I'm curious how larger collaborative projects keep their main file up to date with USD if multiple people are working on a subfolder in the file. My understanding of projects and project work flow is with Blender. I know you can import object, materials, node trees, etc. from other .blend's. Does it work similarly with USD format?
@SirWade just watched your tutorial on nvidia’s channel and I have one question: can you use VRay or Arnold shaders/lights on Maya instead of on Omniverse software and have them shaders applied at unreal?
USD out of the box won't give you a full rigging solution. At the moment, a USD rig may look more like an FBX or gLTF rig. However, you could use USD to describe all of your rigging elements, then write a solver, then have each of the DCC packages just use your rig solver instead of its own if you want to have a much more complicated rig system.
@@mpsterprod I'm not sure if I understand what you're saying. USD is designed to represent a scene. You could probably go as far as making it the scene format for a DCC package, if you're interested. It isn't designed to be a representation for an image or volume, for example.
As someone who worked on the early stages of Omniverse as an NVDIA intern in 2019, it's very exciting to me that more and more people are talking about the technology and how it can be beneficial to both big productions and small teams. Great video!
I think I literally just read recently that the one area USD hasn't been able to effectively break into is rigging. If rigging tools and hierarchies could work outside of application specific formats that would be incredibly powerful, especially with something like Control Rig coming to Unreal where they want animation to be possible not just in external software. Or even for making it possible to convert rigs more effectively between say Maya and Blender.
There's some promising development for that in the works. Pixar shared some plans for their OpenExec proposal which could serve as the lower-level execution framework for a rigging system within USD. Keep an eye out! 🙂
This all sounds great in theory but USD has some big problems. Firstly, the implementation of USD per studio can be totally different. In that sense it's not universal at all. The second problem is that it was made at Pixar and works well for their tools such as Presto. But when you're relying on 10 different companies to implement it, like autodesk, sidefx, maxon, etc... you start to notice how different and clunky the implementation can be. For example, using USD in Solaris stops users from using regular SOPs unless it gets converted back to regular geo. In maya, there's a USD outliner, which means there are two outliners, hella confusing. Thirdly, it's complicated. You need skilled TDs or engineers to properly set up a pipeline for this in order to get everything working together for modeling, texturing, rigging, animation, fx, lighting, compositing. Whereas with say, alembic, you can just export and import and do everything the vanilla way with minimal pipeline. And besides, something like rigging with never be universal. Finally, and this is perhaps the worst thing about USD..... it stifles competition. Developers of 3d software, and renderers are now locked in an confined to using a specific set of requirements. They can't adjust their workflow to work outside of USD because then it's not longer universal. This is perhaps the most overlooked problem.
Nice Video, regarding why usd is so small and fast, one big reason is the way it handles attributes. For example Position and UV's, usually when you write out a cache all the attributes are written out for every frame, while in usd it is smart enough to understand that uv's do not change over time so they are only written out once and only the attributes which do change are written out every frame. Also it supports something called indexing where it can store all the values which exist and simply point to the value for a point instead of writing the same value multiple times. When you make proper use of this system you write out a usd file which on its own is useless because you can only write the changes in there, so even leaving out the information how to draw the geometry. But when you layer this on top of you asset in t pose for example you have the entire animation for a tiny fraction of the filesize you usually would have, that is how we do it at the studio for example. And of course there are more things going on under the hood which i also do not know yet, but it is super optimized.
I work with USD every day and we have changed and adapted our entire pipeline for it. let me know if you want to have a chat or if you are planning to do an update/second USD video.
It was great meeting you at Siggraph! I was the awkward Bahamian stunt guy doing live demo for Rokoko. I wish I got to watch the USD talks while I was there. Keep rocking these videos!
What makes me really excited is rendering my Blender projects in something like UE5 for faster results, ofc using USD! Glitch Productions already do it with their Maya projects (although im not entirely sure if they use USD) but this kind of workflow looks so amazing and i hope that info for it gets more and more accessible since trying to use it before was quite hard for me 😅
Great presentation. You are so correct. USD is the future. I've connected with many other 3D artists that use different 3D apps, and we all can work together without having to learn a new 3D program. I'm a fan of USD. I'm currently learning how to move USD files from Maya to UE5.2. It's a Game changer.
been authoring and using USDs in production trough Solaris for over a year + and clearly for me there’s not moving away from it, but, I must say that it’s not beginner friendly and heavy on concepts. If you have experience with assembly from animation to lighting and understanding the process of the workflow it will be easier to grasp “why go USD”. It’s not a format. It’s a pipeline. It’s not only a layer system, it’s a override system that layer up in an additive way any attributes of primitive’s and it’s a reference system in steroids hence the universality. But I can see grasping all the new jargon can be a difficult pill to swallow for a lot of artists.
I have an issue with usd at work as an animator. When modeling department is updating and pushing as asset but rigging deptartment still didn't update and pushed it. Then I get errors when I try to publish and push the animation, I have to wait until the rig file and model file are all in sync. I tried to understand from the pipeline department but they just say that it's how usd works. I don't know if there is actual a solution for this, but as an animator it was more straight forward when we worked with alembics. And on another note > would be amazing if Blender could add shapekeys to cached animations (usd or alembic), unfortunatly it is still not possible, but it could be an amazing shotsculpt tool in a usd pipeline.
Impressive. I wouldn't be surprised, however, if all of this data is being used for 3D asset neural network training. When free, remember, *you* are the product.
This kind of reminds me of the birth of Java, which performed horrendously slow on equipment of that day... like Java, USD is horrible for real time maniuplation. I have converted simple scenes from Unreal to USD and could not stand the peformance. Same with other platforms going to USD. Again, I think in 10 years hardware and bandwitdth will catch up.
hello, I am an amateur 3d animator, I need some help but I don't know any forums to talk about this, hope you or any in this comment section could help me, my question is: I used to work with maya but very briefly 3 years ago during college, I am starting again using blender as my main framework, but with this new USD type should I move to another software? Or is more like the combination of using every software together like in adobe, like, editing in photoshop, compose in illustrator and animate in after effects? or should I go with the omniverse and start from scratch, thanks for the help!
In theory, USD is great, but in practice it's a mess unless you have a TD lead team that can convince everyone to take this very open-ended format and add their work via a rock-solid and agreed-upon structure. Most of the studios I work with aspire to use it company-wide, but as of yet can't do so because differing teams have different needs that step on the toes of other teams. USD was designed to make things simpler, but in reality it adds an extra layer of complication to an already complicated process. I hope as we move forward USD will become more facile, but it's not there yet.
Walt Disney animation uses USD and it's amazing, yes it's an extra layer, but, the structure takes care of itself from department to department. Publishes are automatically inserted into the scene. It doesn't step on the toes of other teams at all.
@@theshizon I'm glad to hear that somebody's making it work.. of course it would be Disney - a company that has the resources to make it work. A lot of smaller companies thus far don't.
@@catsnorkel no argument there; the studios I work for are also transitioning to USD...they just haven't done it yet due to the reasons I listed. There's so much room for chaos in the USD if not handled correctly, especially in a parallel development pipeline. With a Dev Team that sets guidelines for use hopefully this could be avoided, but I haven't seen it work yet as a company-wide approach.
@@TheHighFlys because its an attempt to make a standardised format for something that is inherently non standard. Each graphical application, program, engine, etc, handles the implementation details in a different way according to their needs at the time. A common description method for data across all platforms makes no sense... in the end you're just making another format just like the already existing ones. Think about this: an engine implements their own graphics pipeline based on PBR graphics. Then we have an egine specifically made for graphical 2D applications. Now we have an engine designed for NPR graphics... you get the deal. Each of this has their own implementation of what a material is, what shaders are used, what information and attributes each material has, etc... because why would you add the performance overhead required for PBR in a program that was made exclussively for NPR or flat shaded graphics for visualization? In the end, USD is just like any other format... the fact that the changes happen in real time is not a feature of USD, you can implement the exact same thing with fbx or obj or any custom self made format that you want. Because there has to be a translation layer between the format and all the implementation specific details for every single program. In the end, if you want a certain attribute or feature to be supported, you need to add it to your format, and then you need to translate it for the programs that are going to use it, very much just like any importer ever made. Jblow made already a realtime asset reloader, which people went crazy over even tho its one of the simplest technologies one could even code in computer graphics... USD is not the solution to standardized formats because programs will still be implementation defined. This can only make sense if we reach a point of adoption similar to how graphics programmers adopted opengl as a standard for graphics programming. Which would mean that now all graphics applications would have to be constrained by a standardized imposed system, which you are not guaranteed that people will even follow when implementing their own graphics applications... so in the end, USD doesnt solve any problems, it just offers a new format and tooling that you could implement literally for any other format ever. In short, its not a feature of USD, its a characteristic of the programs, and you could use any other open format for the same purpose...
USDs are great, but only when implemented right. I’ve worked at companies that don’t use them right, and boy are they a pain to work with in those situations. For example, one company would not have the writing of the usds working properly, which would cause a lot of the overwriting that may happen to not happen properly, causing errors all throughout the scene. But when it works, it works wonders
My guess is it needs at least more 5 years for a good adoption. HTML > 2 is here since 90s and we still struggle with e-mail templates and browser 2D render incompatibility.
The dream of having a real universal format sounds nice on paper. But even with USD, each tool exports custom stuff inside that no other tools understand. Or have to sacrifice some details to make it exportable. For example, try to export some omniverse assets and view them in usdview
recently started using 3D landscape with 2D animation... hopping between blender, substance painter, and unreal engine is a chore looking forward for U.S.D
Does anyone seriously believe Autodesk will open up Maya's real scene data including IK, constraints, (rigging in general) procedural shaders or procedural geometry to the USD format? Autodesk won't even allow anyone to make a .mb file converter NOW, they sure as hell aren't going to support putting real scene/geometry/rigging/shader data in a file format any other software can utilize at a high level. Or that allows any other software to develop complex scenes that can be brought into Maya. In the big scheme of things, Autodesk wants all other 3D software to be out of business. They do not want other software to be equal.
So the "realtime" syncing with USD requires NVidia Omniverse? I am a Unity Developer and would like to have a live sync with my 3D artist so i can see his changes made to the model asap in my Unity scene. Is this a working use-case?
Blender way behind the league. They are busy with Geometry Node alone. Their animation capability, Rigging system is primitive so their USD capability. Though there is a special branch dedicated for USD mainly by nVidia Omniverse and they are also still lagging in automatically convert the materials compatible with USD. Particularly the hair shader is the main problem. Blender is beautiful only within Blender Eevee and Cycle render, outside that the pipeline capability is zero be it Unreal or Omniverse or Maya or Reallusion ( the black horse in animation Industry).
Blender will be fine, there are issues because of the variations of implementation of USD versioning that is part of the reason you may be experiencing issues, but Blender has had USD for a year already, new updates to the import/export of USD is continually updated. Of Course GNodes is getting updates(because everything nodes is end goal), but each new release has seen incremental updates in all kinds areas, but if more people contributed to the fund and code then things would move quicker, but too many people use it, abuse the Devs and contribute nothing of real value to a huge project the likes of big budget competitors have!
@@GaryParris Primary work of a DCC app is animation and its pipeline to other app. No application is perfect and that's why USD is emerging. Lumen (Unreal Engine) is the king of raster rendering, Maya is the king of animation. Even comparatively cheap DCC app like 3D Coat ( UV , automatic retopology and Texturing) and Marmoset Toolbag ( RT Raytracing) is coming up leaps and bound. The raytracing feature of Toolbag 4 is really impressive. But except old fbx format we could do nothing to export from Blender to Toolbag 4. USD is not coming perfectly. Being a diehard Blender user, I said those words in frustration not to abuse anyone.
As someone who has worked with USD and coded USD pipelines for tv and film, it's not really viable for less organized artists and teams. Every file and asset needs to be referenced via a path and preferably a local path just to load a USD scene. I still run into people who just load textures from their downloads folder and wonder why they can't share projects.
This was one of the better explanations I've seen on the reason USD and Omniverse work so great. I myself need to explore its capabilities a bit more, since last time that I downloaded Omniverse was right before a big project and so I ended up neglecting the whole "learn how to actually implement and use it". I do love how easy it looks like it has become to implement this into a team workflow whether local or abroad!
I tried it a little bit. I used to connect my Unreal Engine 5.3, Substance Painter, and Blender together. Sadly, when you work with multiple software and they regularly push an update, sometimes your connections on Omniverse will not support the new updates. You need to wait a little bit or use the older version. Sometimes, the setting up process could face some issues that take time to solve. Of course, if you want to see real-time changes on the file, you need to have all the software open by nature; this kind of software is demanding. Using it in a solo environment or a small indie team would not make sense. It would be way more usable on more significant projects. But at the moment, it needs a lot more work to be stable.
Great video! I remember whenI had to export a scene from Blender to UE5 last year and FBX just wouldn't play nice. I was recommended to use USD and import as USD scene. Worked like charm and I've kept using USD since without really thinking too much about it. Still, it's good to have it explained a little more so thanks!
But usd is not nicely developed yet right now as in use for animation . Its straight go into level seq nd if i build new level all the assets go missing location - last time i had so many objects i had to relink etc
Which example was the most intriguing to you? Any ideas what you'd want to do with all this tech? :)
I'm killing for PhysX 5 capabilities inside either Unity or UE5, USD on the other hand is easily the future and animation curves are the next big update
Tools like Omniverse is the main reason Ive never been tempted by an AMD graphics card. nvidia has better integration with pro apps like maya for GPU rendering etc. so many tech review youtube channels are focussed on gaming and rarely do i see this pointed out.
tbh I'm still not completely sold on Omniverse, if you're working inside of Unreal wouldn't you want to skip Omniverse and to just have your USD scene directly inside of unreal instead? Maybe if you don't have a decent physic simulation app, like Houdini I could see it being useful but even Blender is getting pretty good at that stuff now.
Great summary of USD! You mentioned using alembic from Maya to UE because of deformations. But does USD support non linear deformations (Like lattices)? Since UE still can't handle non linear deformation, I wonder if this would be a nice work around. Thanks again for the great content!
I'm mostly interested in Apple Vision Pro's adoption of USD. Reality Composer Pro is a quick way to make little USD scenes. Their converter from glTF doesn't work that well. I don't know if USD will ever be able to make it to the web but glTF is so limited compared to USD.
Seeing USD replace crazy closed source formats like filmbox makes me happy as a open source guy
I find that required lot space in harddrive
You can share what you are using in windows ?
@@zakaria20062 I am not using the live link but i have a 2TB NVME that i use under Gentoo and Windows
USD is open-source but it requires specific hardware from nvidia (an RTX card). even closed source formats are not as predatory and exploitative as this strategy.
look how much the video emphasizes on USD being open-source, and completely ignoring how using it requires specific hardware from 1 company along with software and plugins that come from it.
That's true if your useing Omniverse but not if your just using it like a intermediate file format
@@pardismackwhy you need nvidia card for usd? You can use where eva u want the render engine need to support open formats like mtlx and usd
the Blender implementation can still improve but it's enabling me to render my animations in UE5 (mostly 60FPS so no Cycles and Eevee is quite limited). super promising technology!
As someone like me that has been getting into fun world-building type projects recently. Working a couple right now. Seeing this type of tech being real is really exciting. Especially learning how it can help me save time using different programs from blender, houdini and UE5.
I'm glad to hear athere was a lot of talk about USD at Siggraph. I've been waiting quite a while for wider more general adoption of it.
I find there are many videos talking about USD as a file format, hardly any of them talk about the concepts and organisation within the file
#OpenUSD for the win 💚
Could you please officially clarify if omniverse is free for commercial use?
Thank you for explaining. Really helped me understand.
I really do hope Blackmagic Design does double down and really implements USD fully for Fusion, both standalone and inside resolve.
That would be really cool, but isn't the renderer they have quite limited? I'm not sure, maybe you can comment on that.
@@4.0.4
With v18.5 there was "Initial support" for USD files in Fusion. With a renderer that at first couldn't do shadows. I think it has shadows now in a recent patch but I haven't seen too much buzz around it.
The USD system in Fusion also has "support for Hydra based renderers, such as Storm". What that will mean for adding third party Renderers with more features and better optimized performance, I don't know.
At the moment, it's baby steps. Fusion right now has two very separate 3D systems. I do hope they take things further to merge them seamlessly in a near future. Since USD seems to become the defacto industry standard, I think they have a lot to lose if they don't.
But yeah, if I could build full scenes in Blender, import them to Resolve Fusion, do final camera animation there, and render with something like Omniverse or Unreal 5 in Fusion and have full playback on the Resolve Timeline (probably assisted with cache renders)... That would be such awesome, much wow.
But at the moment, you need to talk with someone more skilled and up to date with Fusion USD 3D if you want more than just speculation.
And, of course, we need to badger Blackmagic relentlessly so they know we don't want them to forget about the USD bits in Fusion. :)
it would be useless imo, in fusion maybe but fusion is dying
Your wish has been fulfilled
@@wileji
I'm not sure it has... yet...
Yes I have seen the recent updates. It's going forwards. But I do hope they fully merge the two systems soon. I mean. For one thing. How would I make a 3D tracked camera that renders a USD object? The camera tracker can export a legacy 3D camera with all the animation. But I see no way to put a USD render in that pipeline. It's still very separate. If they merge the systems somehow or port most functions to the 3D renderer (presumably to keep the old system for compability).
My hopes are still there, but I wouldn't say that my wishes are granted... at least not yet.
Thank you for pronouncing nucleus correctly
Great stuff, thanks for the crash course!
USD is probably the sorriest name this thing could have. Just replace every utterance of it with money 😂
This is pretty exciting.
Thank you for making this video
Frozen 2 did not have a USD pipeline
Great explanation!
i have a question🙋
how can i render my animation like dream work animation and other professionals please answer
USD is still not good enough, it has many compatible issues. For example, you cant export USD model with mutilple material from Blender.
I think the Blender support is still a bit fresh, but I expect that'll hopefully be added before long 🤞
I'm curious how larger collaborative projects keep their main file up to date with USD if multiple people are working on a subfolder in the file. My understanding of projects and project work flow is with Blender. I know you can import object, materials, node trees, etc. from other .blend's. Does it work similarly with USD format?
Lol I wonder if it’ll be like working with git or github version control
@SirWade just watched your tutorial on nvidia’s channel and I have one question: can you use VRay or Arnold shaders/lights on Maya instead of on Omniverse software and have them shaders applied at unreal?
I think if you’re using Standard Surface or MaterialX you can but I’m not 100% on that, I’m not super well versed in Vray or shader workflows
@@SirWade thx
They need to name it something else for people outside of america USD just sounds like the freedom dollar /hj
Is it not the US Dollar?
This could revolutionize game development as well!
Found this video about Unreal and Blender integration. Hope it's helpful
ua-cam.com/video/Qbx1Y_I_Vkc/v-deo.html
gtx 1650 :{
United States Dollar 😛
GOOD, I'm tired of all these file formats
USD needs to become a thing. The sheer fact that you need to re rig or change a bunch of parameters from program to program is work flow killing.
USD out of the box won't give you a full rigging solution. At the moment, a USD rig may look more like an FBX or gLTF rig. However, you could use USD to describe all of your rigging elements, then write a solver, then have each of the DCC packages just use your rig solver instead of its own if you want to have a much more complicated rig system.
@@scottwilson3378 true. The USD team is thinking about it but this will take like 10+ years and all DCCs have to adapt
@@scottwilson3378 there is no sense in USD, there is no need to standardize infinity
@@mpsterprod I'm not sure if I understand what you're saying. USD is designed to represent a scene. You could probably go as far as making it the scene format for a DCC package, if you're interested. It isn't designed to be a representation for an image or volume, for example.
@@scottwilson3378oh yeah, not just support one dcc's rigging package, but support more, with 100% interchangeability. Amazing idea.
i have a question🙋
how can i render my animation like dream work animation and other professionals please answer
@@_moonlumen ☺
As someone who worked on the early stages of Omniverse as an NVDIA intern in 2019, it's very exciting to me that more and more people are talking about the technology and how it can be beneficial to both big productions and small teams. Great video!
o7
I have never tried USD but this video really has shown the capabilities 😮
Because it still doesn't work everywhere properly.
and has a stupid name
I think I literally just read recently that the one area USD hasn't been able to effectively break into is rigging. If rigging tools and hierarchies could work outside of application specific formats that would be incredibly powerful, especially with something like Control Rig coming to Unreal where they want animation to be possible not just in external software. Or even for making it possible to convert rigs more effectively between say Maya and Blender.
There's some promising development for that in the works. Pixar shared some plans for their OpenExec proposal which could serve as the lower-level execution framework for a rigging system within USD. Keep an eye out! 🙂
Would we still be breaking ToS by taking a USD Metahuman out of Unreal tho?
@@dalelinney8437 nah. As long as it ends up back in unreal in some form.
This all sounds great in theory but USD has some big problems.
Firstly, the implementation of USD per studio can be totally different. In that sense it's not universal at all.
The second problem is that it was made at Pixar and works well for their tools such as Presto. But when you're relying on 10 different companies to implement it, like autodesk, sidefx, maxon, etc... you start to notice how different and clunky the implementation can be. For example, using USD in Solaris stops users from using regular SOPs unless it gets converted back to regular geo. In maya, there's a USD outliner, which means there are two outliners, hella confusing.
Thirdly, it's complicated. You need skilled TDs or engineers to properly set up a pipeline for this in order to get everything working together for modeling, texturing, rigging, animation, fx, lighting, compositing. Whereas with say, alembic, you can just export and import and do everything the vanilla way with minimal pipeline. And besides, something like rigging with never be universal.
Finally, and this is perhaps the worst thing about USD..... it stifles competition. Developers of 3d software, and renderers are now locked in an confined to using a specific set of requirements. They can't adjust their workflow to work outside of USD because then it's not longer universal. This is perhaps the most overlooked problem.
Sorry, but this is nonsense
When u can export as USD but don't receive any USD 😭
3D is a funny industry
Nice Video, regarding why usd is so small and fast, one big reason is the way it handles attributes. For example Position and UV's, usually when you write out a cache all the attributes are written out for every frame, while in usd it is smart enough to understand that uv's do not change over time so they are only written out once and only the attributes which do change are written out every frame. Also it supports something called indexing where it can store all the values which exist and simply point to the value for a point instead of writing the same value multiple times.
When you make proper use of this system you write out a usd file which on its own is useless because you can only write the changes in there, so even leaving out the information how to draw the geometry.
But when you layer this on top of you asset in t pose for example you have the entire animation for a tiny fraction of the filesize you usually would have, that is how we do it at the studio for example.
And of course there are more things going on under the hood which i also do not know yet, but it is super optimized.
in ~20 years i've seen more 'this is the next big 3D format' promises than actually seeing such a format replace .OBJ :P
Ew, obj is the WORST! :P
and because of that still one of the best supported between-applications 3D formats out there ;)
wade talks about working working on one project with diffrent softwares simultaneously, meanwhile my pc dies if i only try to open the UE5 💀
I know the pain 😭
I work with USD every day and we have changed and adapted our entire pipeline for it. let me know if you want to have a chat or if you are planning to do an update/second USD video.
It was great meeting you at Siggraph! I was the awkward Bahamian stunt guy doing live demo for Rokoko. I wish I got to watch the USD talks while I was there. Keep rocking these videos!
Don't feel too bad! There are plenty of awkward people!
Had it not been for the chipmunk on espresso speed I am sure I would have enjoyed this video
As an Animator this felt a little bit over cumbersome but it would be nice to have a tutorial how to set it up.
This is a lie!, USD is United States Dollars $, and you can use it to buy any software
What makes me really excited is rendering my Blender projects in something like UE5 for faster results, ofc using USD! Glitch Productions already do it with their Maya projects (although im not entirely sure if they use USD) but this kind of workflow looks so amazing and i hope that info for it gets more and more accessible since trying to use it before was quite hard for me 😅
Both USD and MaterialX are the future. Shouldn’t take an entire investment to switch programs and renderers.
Me when I thought USD was a United States based currency (I was unaware of this tool)
USDZ to Blender. Textures gone 4ever
United States Dollars really do fund Disney
Great presentation. You are so correct. USD is the future. I've connected with many other 3D artists that use different 3D apps, and we all can work together without having to learn a new 3D program. I'm a fan of USD. I'm currently learning how to move USD files from Maya to UE5.2. It's a Game changer.
been authoring and using USDs in production trough Solaris for over a year + and clearly for me there’s not moving away from it, but, I must say that it’s not beginner friendly and heavy on concepts. If you have experience with assembly from animation to lighting and understanding the process of the workflow it will be easier to grasp “why go USD”. It’s not a format. It’s a pipeline. It’s not only a layer system, it’s a override system that layer up in an additive way any attributes of primitive’s and it’s a reference system in steroids hence the universality. But I can see grasping all the new jargon can be a difficult pill to swallow for a lot of artists.
LightWave has been doing this with Unreal for years.
Free, Opensource, International Standard "things" is arguably one of the best humanity creation
Open standards FTW.
I think the most important part about USD is how much these artists deserve to have more in their bank accounts.
my show uses usd, it saves so much time
I have an issue with usd at work as an animator. When modeling department is updating and pushing as asset but rigging deptartment still didn't update and pushed it. Then I get errors when I try to publish and push the animation, I have to wait until the rig file and model file are all in sync. I tried to understand from the pipeline department but they just say that it's how usd works. I don't know if there is actual a solution for this, but as an animator it was more straight forward when we worked with alembics.
And on another note > would be amazing if Blender could add shapekeys to cached animations (usd or alembic), unfortunatly it is still not possible, but it could be an amazing shotsculpt tool in a usd pipeline.
Impressive. I wouldn't be surprised, however, if all of this data is being used for 3D asset neural network training. When free, remember, *you* are the product.
Thanks for everything. You are totally inspiring. You must have French or Italian blood. You talk with your hands...lol amazing.
This is probably really useful for realtime virtual production too.
You said this can work without RTX cards, but how do you get it then?
This kind of reminds me of the birth of Java, which performed horrendously slow on equipment of that day... like Java, USD is horrible for real time maniuplation. I have converted simple scenes from Unreal to USD and could not stand the peformance. Same with other platforms going to USD. Again, I think in 10 years hardware and bandwitdth will catch up.
I had no idea od the capabilities of USD and its function. wow.
hello, I am an amateur 3d animator, I need some help but I don't know any forums to talk about this, hope you or any in this comment section could help me, my question is: I used to work with maya but very briefly 3 years ago during college, I am starting again using blender as my main framework, but with this new USD type should I move to another software? Or is more like the combination of using every software together like in adobe, like, editing in photoshop, compose in illustrator and animate in after effects? or should I go with the omniverse and start from scratch, thanks for the help!
Roblox Studio just did this with Blender. USD is amazing.
Pixar USD is amazing. It's a shame nVidia has had to monatise it like a cheap UA-camr :-/
In theory, USD is great, but in practice it's a mess unless you have a TD lead team that can convince everyone to take this very open-ended format and add their work via a rock-solid and agreed-upon structure. Most of the studios I work with aspire to use it company-wide, but as of yet can't do so because differing teams have different needs that step on the toes of other teams. USD was designed to make things simpler, but in reality it adds an extra layer of complication to an already complicated process. I hope as we move forward USD will become more facile, but it's not there yet.
Walt Disney animation uses USD and it's amazing, yes it's an extra layer, but, the structure takes care of itself from department to department. Publishes are automatically inserted into the scene. It doesn't step on the toes of other teams at all.
@@theshizon I'm glad to hear that somebody's making it work.. of course it would be Disney - a company that has the resources to make it work. A lot of smaller companies thus far don't.
@@XianJaxxon pretty much every larger studio is USD based now, or at least transitioning to it, or a hybrid workflow
@@catsnorkel no argument there; the studios I work for are also transitioning to USD...they just haven't done it yet due to the reasons I listed. There's so much room for chaos in the USD if not handled correctly, especially in a parallel development pipeline. With a Dev Team that sets guidelines for use hopefully this could be avoided, but I haven't seen it work yet as a company-wide approach.
I should say they're 'starting' to transition... baby steps.
If USD has million haters, I'm one of them.
If USD has one hater, that's me.
If USD has no haters, I'm dead.
ytho
@@TheHighFlys because its an attempt to make a standardised format for something that is inherently non standard. Each graphical application, program, engine, etc, handles the implementation details in a different way according to their needs at the time. A common description method for data across all platforms makes no sense... in the end you're just making another format just like the already existing ones. Think about this: an engine implements their own graphics pipeline based on PBR graphics. Then we have an egine specifically made for graphical 2D applications. Now we have an engine designed for NPR graphics... you get the deal. Each of this has their own implementation of what a material is, what shaders are used, what information and attributes each material has, etc... because why would you add the performance overhead required for PBR in a program that was made exclussively for NPR or flat shaded graphics for visualization? In the end, USD is just like any other format... the fact that the changes happen in real time is not a feature of USD, you can implement the exact same thing with fbx or obj or any custom self made format that you want. Because there has to be a translation layer between the format and all the implementation specific details for every single program. In the end, if you want a certain attribute or feature to be supported, you need to add it to your format, and then you need to translate it for the programs that are going to use it, very much just like any importer ever made. Jblow made already a realtime asset reloader, which people went crazy over even tho its one of the simplest technologies one could even code in computer graphics... USD is not the solution to standardized formats because programs will still be implementation defined. This can only make sense if we reach a point of adoption similar to how graphics programmers adopted opengl as a standard for graphics programming. Which would mean that now all graphics applications would have to be constrained by a standardized imposed system, which you are not guaranteed that people will even follow when implementing their own graphics applications... so in the end, USD doesnt solve any problems, it just offers a new format and tooling that you could implement literally for any other format ever. In short, its not a feature of USD, its a characteristic of the programs, and you could use any other open format for the same purpose...
USDs are great, but only when implemented right.
I’ve worked at companies that don’t use them right, and boy are they a pain to work with in those situations.
For example, one company would not have the writing of the usds working properly, which would cause a lot of the overwriting that may happen to not happen properly, causing errors all throughout the scene.
But when it works, it works wonders
My guess is it needs at least more 5 years for a good adoption. HTML > 2 is here since 90s and we still struggle with e-mail templates and browser 2D render incompatibility.
Thanks for keeping me informed... need to keep up so I don't lose my 3D knowledge/skills Q_Q
To everyone in the real world USD means United States Dollar... really wish they could come up with a better acronym.
Cool shirt!
ah yes, the united states dollar
wait, wrong video
Until now its been a lack of competition due to commercial 'pearl clutching' thats hindered progress on open file formats.
The dream of having a real universal format sounds nice on paper. But even with USD, each tool exports custom stuff inside that no other tools understand. Or have to sacrifice some details to make it exportable. For example, try to export some omniverse assets and view them in usdview
I mean giving animators more time and money definitely will help
What is USD? U.S Dollar! Just kidding lol, great video.
i have a question🙋
how can i render my animation like dream work animation and other professionals please answer
i have a question🙋
how can i render my animation like dream work animation and other professionals please answer
i have a question🙋
how can i render my animation like dream work animation and other professionals please answer
does nvidia audio2face work in every language? like italian audio
Why are there toys in the background? Did you not purchase new items?
nah AI is, and people will be replaced the end.
also "USD" is very unfortunate acronym...
Has anyone told you that you look like a mixture of jshlatt and chris pratt
Can make tut about ur workflow for usd and almbic?
Can anyone confirm amd gpus work on omniverse as it’s a key factor for me.
recently started using 3D landscape with 2D animation... hopping between blender, substance painter, and unreal engine is a chore
looking forward for U.S.D
Blender has USD import and Export, Pixar love Blender dev :O)
Todo lo que implique alejarse de los formatos propietarios de autodesk es una ganancia para todos
Does anyone seriously believe Autodesk will open up Maya's real scene data including IK, constraints, (rigging in general) procedural shaders or procedural geometry to the USD format? Autodesk won't even allow anyone to make a .mb file converter NOW, they sure as hell aren't going to support putting real scene/geometry/rigging/shader data in a file format any other software can utilize at a high level. Or that allows any other software to develop complex scenes that can be brought into Maya.
In the big scheme of things, Autodesk wants all other 3D software to be out of business. They do not want other software to be equal.
They already made all of that available to USD 🤷♂️ They’re super committed to being a team player with their support of Omniverse, UE live link, etc
So the "realtime" syncing with USD requires NVidia Omniverse? I am a Unity Developer and would like to have a live sync with my 3D artist so i can see his changes made to the model asap in my Unity scene. Is this a working use-case?
I think so, as long as Unity has a connector (which it probably does) I haven’t tested personally
USD United States Dollar 💵
This is EXACTLY what we all need.
omniverse is super heavy on my computer and that is not good
If and when i work with another this sounds like it will be useful
Awesome clip! It was nice meeting you at Siggraph!
Blender way behind the league. They are busy with Geometry Node alone. Their animation capability, Rigging system is primitive so their USD capability. Though there is a special branch dedicated for USD mainly by nVidia Omniverse and they are also still lagging in automatically convert the materials compatible with USD. Particularly the hair shader is the main problem. Blender is beautiful only within Blender Eevee and Cycle render, outside that the pipeline capability is zero be it Unreal or Omniverse or Maya or Reallusion ( the black horse in animation Industry).
Blender will be fine, there are issues because of the variations of implementation of USD versioning that is part of the reason you may be experiencing issues, but Blender has had USD for a year already, new updates to the import/export of USD is continually updated. Of Course GNodes is getting updates(because everything nodes is end goal), but each new release has seen incremental updates in all kinds areas, but if more people contributed to the fund and code then things would move quicker, but too many people use it, abuse the Devs and contribute nothing of real value to a huge project the likes of big budget competitors have!
@@GaryParris Primary work of a DCC app is animation and its pipeline to other app. No application is perfect and that's why USD is emerging. Lumen (Unreal Engine) is the king of raster rendering, Maya is the king of animation. Even comparatively cheap DCC app like 3D Coat ( UV , automatic retopology and Texturing) and Marmoset Toolbag ( RT Raytracing) is coming up leaps and bound. The raytracing feature of Toolbag 4 is really impressive. But except old fbx format we could do nothing to export from Blender to Toolbag 4. USD is not coming perfectly. Being a diehard Blender user, I said those words in frustration not to abuse anyone.
As someone who has worked with USD and coded USD pipelines for tv and film, it's not really viable for less organized artists and teams. Every file and asset needs to be referenced via a path and preferably a local path just to load a USD scene. I still run into people who just load textures from their downloads folder and wonder why they can't share projects.
This is open Source?! This is HUGE
This was one of the better explanations I've seen on the reason USD and Omniverse work so great. I myself need to explore its capabilities a bit more, since last time that I downloaded Omniverse was right before a big project and so I ended up neglecting the whole "learn how to actually implement and use it". I do love how easy it looks like it has become to implement this into a team workflow whether local or abroad!
I tried it a little bit. I used to connect my Unreal Engine 5.3, Substance Painter, and Blender together. Sadly, when you work with multiple software and they regularly push an update, sometimes your connections on Omniverse will not support the new updates. You need to wait a little bit or use the older version. Sometimes, the setting up process could face some issues that take time to solve. Of course, if you want to see real-time changes on the file, you need to have all the software open by nature; this kind of software is demanding. Using it in a solo environment or a small indie team would not make sense. It would be way more usable on more significant projects. But at the moment, it needs a lot more work to be stable.
Great video! I remember whenI had to export a scene from Blender to UE5 last year and FBX just wouldn't play nice. I was recommended to use USD and import as USD scene. Worked like charm and I've kept using USD since without really thinking too much about it. Still, it's good to have it explained a little more so thanks!
But usd is not nicely developed yet right now as in use for animation . Its straight go into level seq nd if i build new level all the assets go missing location - last time i had so many objects i had to relink etc