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Structure for intent for VFX #96
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Structure for intent for VFX #96
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Version has been removed from folder name. A new script to generate edits via classes for the teapotScene has been provided. README.md has been added to the intent-vfx folder with more details about the content of the folder.
Add anim-cycle for the asset and for the layout with time-offsets randomly distributed. Reorganize the files in the repo
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This is fantastic, thanks!
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``` | ||
cd assets/simpleAsst |
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typo: should be simpleAsset
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This script will generate a layer providing a random distribution of specific anim-cycle with time-offsets, to control the amount of variations in the scene. | ||
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## Generate the scene step-by-step |
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I tried doing this from scratch, but it didn't work since I still needed UtahTeapot.usd
, perhaps highlighting the minimal needed to start the 'simpleAsset' or the minimal work it would take to add a custom asset to this flow could be helpful
layer = Sdf.Layer.CreateNew( i_filename, args={'format':'usda'} ) | ||
o_stage = Usd.Stage.Open( layer ) | ||
o_stage.SetStartTimeCode(1.0) | ||
o_stage.SetEndTimeCode(1.0) |
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Should this endTimeCode be the same as startTimeCode? I manually changed this in teapotScene.usd to see the animation happening, since I couldn't otherwise see it
I see there are timeCodes in the camera script, but the scene still ends up being from 1 -> 1 for me
rgb_teapot_class = stage.CreateClassPrim("/_rgb_teapot") | ||
rgb_teapot_material_over = stage.OverridePrim("/_rgb_teapot/mtl/default_material") | ||
rgb_teapot_shader_over = stage.OverridePrim("/_rgb_teapot/mtl/default_material/default_shader_mtlx") | ||
readprimvar_custom_color_output = add_readcolorprimvar_shader(stage,rgb_teapot_material_over,"custom_color") |
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I'm not sure why, but running the scene with the rgb_teapot overrides gives these warnings, probably pointing to why it's not working in usdview, but perhaps you'll understand why more quickly than me
Error in 'pxrInternal_v0_25_2__pxrReserved__::HdSt_ApplyMaterialXFilter' at line 1455 in file /Users/andrewbeers/git/projects/OpenUSD/pxr/imaging/hdSt/materialXFilter.cpp : 'Unable to create the Glslfx Shader.
MxException: Could not find a nodedef for node 'Surface''
And
Warning: in _AddParameterInputsToTerminalNode at line 495 of /Users/andrewbeers/git/projects/OpenUSD/pxr/imaging/hdMtlx/hdMtlx.cpp -- NodeDef not found for Node 'standard_surface'
Warning: in HdMtlxCreateMtlxDocumentFromHdMaterialNetworkInterface at line 612 of /Users/andrewbeers/git/projects/OpenUSD/pxr/imaging/hdMtlx/hdMtlx.cpp -- Validation warnings for generated MaterialX file.
Node interface error: Input 'base_color' doesn't match declaration: <standard_surface name="Surface" type="surfaceshader">
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``` | ||
cd assets/teapot | ||
python ../../build_teapot.py |
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I found it helpful to visualize these assets after the fact, possibly helpful to add:
usdview teapot.usd
after the python script. this goes for the rest of the readme as well.
These changes use the guideline as spec for a USD structure valid as baseline for a VFX intent.
The new folder provides scripts to create various steps as usd-layers for a VFX pipeline, as contributions to the final composed scene file.
The README describes the requirements for a VFX intent and how the structure fulfills those requirements.