Is USD the Future of 3D Animation / VFX?

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Sir Wade Neistadt

Sir Wade Neistadt

Күн бұрын

USD is pretty cool. Here's why.
Download NVIDIA Omniverse for Free - nvda.ws/3QEoCzc
Sir's Omniverse Multi-App Tutorial - nvda.ws/3KGyjJI
Kitbash3D's USD Cargo App - kitbash3d.com/?ref=sirwade
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► Musicbed for KZfaq Music - share.mscbd.fm/SirWadeFX
0:00 - USD workflows
1:25 - What is USD
4:19 - How is it used in production
7:09 - How can we take advantage of it
9:16 - Multi-application collaboration
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Thanks for watching!
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#OpenUSD #3danimation #vfx
Music Sync ID: MB01AY5TVYVZGQQ

Пікірлер: 265
@SirWade
@SirWade 11 ай бұрын
Which example was the most intriguing to you? Any ideas what you'd want to do with all this tech? :)
@TheHighFlys
@TheHighFlys 11 ай бұрын
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
@ThePowerchimp
@ThePowerchimp 11 ай бұрын
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.
@DarkerCry
@DarkerCry 11 ай бұрын
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.
@romeoinferno
@romeoinferno 11 ай бұрын
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!
@whynotcode
@whynotcode 11 ай бұрын
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.
@cloudshifter
@cloudshifter 11 ай бұрын
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.
@scottwilson3378
@scottwilson3378 11 ай бұрын
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.
@pipeliner8969
@pipeliner8969 11 ай бұрын
@@scottwilson3378 true. The USD team is thinking about it but this will take like 10+ years and all DCCs have to adapt
@mpsterprod
@mpsterprod 11 ай бұрын
@@scottwilson3378 there is no sense in USD, there is no need to standardize infinity
@scottwilson3378
@scottwilson3378 11 ай бұрын
@@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.
@kmolnardaniel
@kmolnardaniel 11 ай бұрын
@@scottwilson3378oh yeah, not just support one dcc's rigging package, but support more, with 100% interchangeability. Amazing idea.
@JohnLogostini
@JohnLogostini 11 ай бұрын
Seeing USD replace crazy closed source formats like filmbox makes me happy as a open source guy
@zakaria20062
@zakaria20062 11 ай бұрын
I find that required lot space in harddrive You can share what you are using in windows ?
@JohnLogostini
@JohnLogostini 11 ай бұрын
@@zakaria20062 I am not using the live link but i have a 2TB NVME that i use under Gentoo and Windows
@pardismack
@pardismack 11 ай бұрын
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.
@JohnLogostini
@JohnLogostini 11 ай бұрын
That's true if your useing Omniverse but not if your just using it like a intermediate file format
@CptJhonprice
@CptJhonprice 11 ай бұрын
​​@@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
@maximevincent3834
@maximevincent3834 11 ай бұрын
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!
@daytimerat
@daytimerat 11 ай бұрын
o7
@juhairakhter1495
@juhairakhter1495 11 ай бұрын
When u can export as USD but don't receive any USD 😭 3D is a funny industry
@efex5720
@efex5720 11 ай бұрын
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.
@scofrona
@scofrona 11 ай бұрын
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.
@mati-codes
@mati-codes 11 ай бұрын
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! 🙂
@dalelinney8437
@dalelinney8437 9 ай бұрын
Would we still be breaking ToS by taking a USD Metahuman out of Unreal tho?
@kamazooliy
@kamazooliy 9 ай бұрын
@@dalelinney8437 nah. As long as it ends up back in unreal in some form.
@kamenblackguy
@kamenblackguy 11 ай бұрын
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!
@BBWahoo
@BBWahoo 3 ай бұрын
Don't feel too bad! There are plenty of awkward people!
@OfficialAEPBR
@OfficialAEPBR 11 ай бұрын
I have never tried USD but this video really has shown the capabilities 😮
@Ignash
@Ignash 11 ай бұрын
Because it still doesn't work everywhere properly.
@iidoyila_live_
@iidoyila_live_ 11 ай бұрын
and has a stupid name
@Im_Ninooo
@Im_Ninooo 11 ай бұрын
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!
@callumaustin9567
@callumaustin9567 11 ай бұрын
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.
@Magmoe
@Magmoe 10 ай бұрын
Sorry, but this is nonsense
@SteveTalkowski
@SteveTalkowski 11 ай бұрын
Great overview Wade! Nice meeting you in person at the Epic Games presentations.
@lilyshorrock6066
@lilyshorrock6066 11 ай бұрын
thank you for the presentation! I had so many questions and thankfully all my queries were answered in this video.
@vzlfkr
@vzlfkr 11 ай бұрын
Free, Opensource, International Standard "things" is arguably one of the best humanity creation
@adnanerochdi6982
@adnanerochdi6982 11 ай бұрын
been waiting for your omniverse episode ever since you promised it, thank you!
@BlenderBob
@BlenderBob 11 ай бұрын
Awesome clip! It was nice meeting you at Siggraph!
@LucasTbooker
@LucasTbooker 11 ай бұрын
Thx so much for the video. I’ve first entered in contact with this USD format a couple of weeks ago. But was too busy to sit down and study it. So, by now, I still hadn’t understood. Thanks!
@CreativeSteve69
@CreativeSteve69 11 ай бұрын
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.
@cgaltruist2938
@cgaltruist2938 11 ай бұрын
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.
@MichaelHurdleStudio
@MichaelHurdleStudio 11 ай бұрын
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.
@hardwire666too
@hardwire666too 11 ай бұрын
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.
@PhilR0gers
@PhilR0gers 10 ай бұрын
It's great to hear industry news from you. I had already seen the USD importer in Blender's Import menu, but didn't know anything about it. Now I know that USD is something that I need to pay attention to in future if its growth is as rapid as you say.
@owenjenkinsofficial
@owenjenkinsofficial 11 ай бұрын
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!
@ComixProductions
@ComixProductions 11 ай бұрын
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 😅
@thornnorton5953
@thornnorton5953 11 ай бұрын
Both USD and MaterialX are the future. Shouldn’t take an entire investment to switch programs and renderers.
@adamzunder7370
@adamzunder7370 11 ай бұрын
Great stuff, thanks for the crash course!
@heisenberg64_
@heisenberg64_ 4 ай бұрын
Thank you for explaining. Really helped me understand.
@SodaDjinn
@SodaDjinn 11 ай бұрын
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!
@jatinjulka6478
@jatinjulka6478 11 ай бұрын
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
@maali82
@maali82 11 ай бұрын
in ~20 years i've seen more 'this is the next big 3D format' promises than actually seeing such a format replace .OBJ :P
@SirWade
@SirWade 11 ай бұрын
Ew, obj is the WORST! :P
@maali82
@maali82 11 ай бұрын
and because of that still one of the best supported between-applications 3D formats out there ;)
@skurow3611
@skurow3611 11 ай бұрын
Thanks for the awesome video! Great to see you at Siggraph in the Epic breakout room. Wish we could have had some time to chat.
@ShivKachiwala
@ShivKachiwala 11 ай бұрын
amazing update! This is mind blowing and saves a ton of time and directly puts creatives into their creative workflow! USD is amazing, will try this out soon!
@ramdogproductions
@ramdogproductions 11 ай бұрын
So awesome Sir Wade!! Thnx for the break down with tons of examples. SIGGRAPH rocks!!
@tronotrond
@tronotrond 11 ай бұрын
Great video and summary of Siggraph! Looks like Omiverse have a whole lot more potential than I initially thought
@normietwiceremoved
@normietwiceremoved 11 ай бұрын
This is probably really useful for realtime virtual production too.
@ilovepancake3518
@ilovepancake3518 11 ай бұрын
wade talks about working working on one project with diffrent softwares simultaneously, meanwhile my pc dies if i only try to open the UE5 💀
@benas763
@benas763 11 ай бұрын
I know the pain 😭
@mati-codes
@mati-codes 11 ай бұрын
Great explanation of USD!
@ConnorThomas
@ConnorThomas 11 ай бұрын
Great explanation!
@putraingga1319
@putraingga1319 11 ай бұрын
Thank you for making this video
@camiloguerrero2
@camiloguerrero2 10 ай бұрын
Amazing, thanks !
@XianJaxxon
@XianJaxxon 11 ай бұрын
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.
@theshizon
@theshizon 11 ай бұрын
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.
@XianJaxxon
@XianJaxxon 11 ай бұрын
@@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
@catsnorkel 11 ай бұрын
@@XianJaxxon pretty much every larger studio is USD based now, or at least transitioning to it, or a hybrid workflow
@XianJaxxon
@XianJaxxon 11 ай бұрын
@@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.
@XianJaxxon
@XianJaxxon 11 ай бұрын
I should say they're 'starting' to transition... baby steps.
@asr59
@asr59 11 ай бұрын
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
@Pixel_Box
@Pixel_Box 11 ай бұрын
I mean giving animators more time and money definitely will help
@DARKROOMvfx
@DARKROOMvfx 10 ай бұрын
Thanks brother!
@petichie
@petichie 11 ай бұрын
thank you for describing this, i get it now
@meagain9987
@meagain9987 11 ай бұрын
Had it not been for the chipmunk on espresso speed I am sure I would have enjoyed this video
@hazonku
@hazonku 11 ай бұрын
This is EXACTLY what we all need.
@pumpkinsupreme4682
@pumpkinsupreme4682 11 ай бұрын
neat stuff!
@ZCoreStudio
@ZCoreStudio 11 ай бұрын
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
@GaryParris
@GaryParris 11 ай бұрын
Blender has USD import and Export, Pixar love Blender dev :O)
@fdf000
@fdf000 11 ай бұрын
Yeah I've been looking into USD for a bit now, it's definitely a great way to move from software to software
@DaimonAnimations
@DaimonAnimations 11 ай бұрын
As an Animator this felt a little bit over cumbersome but it would be nice to have a tutorial how to set it up.
@LeSpicey
@LeSpicey 11 ай бұрын
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
@AnimatorHeadSpace
@AnimatorHeadSpace 11 ай бұрын
Sweet! Video.
@IrocZIV
@IrocZIV 11 ай бұрын
This is pretty exciting.
@shamgartruth1449
@shamgartruth1449 10 ай бұрын
I have been looking for a way to transfer Daz models to Blender with all the morphs, rigging, constraints and textures included. This looks like a great way to get that done, thank you.
@StdDev99
@StdDev99 9 ай бұрын
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
@pascalcreativedesign8790
@pascalcreativedesign8790 11 ай бұрын
Thanks for everything. You are totally inspiring. You must have French or Italian blood. You talk with your hands...lol amazing.
@ClatyonSilvey
@ClatyonSilvey 11 ай бұрын
Cool shirt!
@xelusprime
@xelusprime 11 ай бұрын
USD is the main reason why I hope Nvidia can bring Remix to more than just RTX cards. Being able to replace a game's assets using USD means I no longer have to deal with 4 different versions of blender and countless different export scripts that are only available for only specific versions of Blender. Still using Blender 2.49b for exporting to some of the games I still make custom mod content for to this day. But I don't have 50k lying around to buy an entry level RTX card.
@user-fc5ph7gi9k
@user-fc5ph7gi9k 11 ай бұрын
A 3050 is like 300$?
@nilo_river
@nilo_river 11 ай бұрын
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.
@RagnarRael
@RagnarRael 11 ай бұрын
Workflow go skrrrrrt 🙏
@ShaneCasserly
@ShaneCasserly 11 ай бұрын
I had no idea od the capabilities of USD and its function. wow.
@Toebex
@Toebex 11 ай бұрын
I think the most important part about USD is how much these artists deserve to have more in their bank accounts.
@skatehansen
@skatehansen 11 ай бұрын
From my understanding, the reason alembic is so slow. is that it caches out each frame as a separate mesh. instead of deforming the original mesh.
@mmbbff
@mmbbff 11 ай бұрын
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.
@dddono
@dddono 11 ай бұрын
USD is probably the sorriest name this thing could have. Just replace every utterance of it with money 😂
@yumri4
@yumri4 11 ай бұрын
If and when i work with another this sounds like it will be useful
@DanialBarazandeh
@DanialBarazandeh 10 ай бұрын
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.
@LOVER_LINK
@LOVER_LINK 11 ай бұрын
my show uses usd, it saves so much time
@angel_bunny
@angel_bunny 11 ай бұрын
Thanks for keeping me informed... need to keep up so I don't lose my 3D knowledge/skills Q_Q
@azv343
@azv343 11 ай бұрын
Thank you for pronouncing nucleus correctly
@mwmingram
@mwmingram 2 ай бұрын
Thank you.
@Yipper64
@Yipper64 11 ай бұрын
6:12 I didnt know about audio deface. I mostly do this kind of 3D work for VR Chat. I know, not the most professional context but still. If im following this can make creating the lip sync visemes easier? That'd help a lot for making avatars.
@dancingshapes
@dancingshapes 11 ай бұрын
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.
@jmalmsten
@jmalmsten 11 ай бұрын
I really do hope Blackmagic Design does double down and really implements USD fully for Fusion, both standalone and inside resolve.
@4.0.4
@4.0.4 11 ай бұрын
That would be really cool, but isn't the renderer they have quite limited? I'm not sure, maybe you can comment on that.
@jmalmsten
@jmalmsten 11 ай бұрын
@@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. :)
@unknownclint1740
@unknownclint1740 11 ай бұрын
it would be useless imo, in fusion maybe but fusion is dying
@wileji
@wileji 10 ай бұрын
Your wish has been fulfilled
@jmalmsten
@jmalmsten 10 ай бұрын
@@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.
@loloman117
@loloman117 11 ай бұрын
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!
@brunocandia9671
@brunocandia9671 11 ай бұрын
The big problem! with USD, especially for environments, is that it doesn't give you the free option to manipulate the materials, you don't have full control as an artist here. You can only use it with the set parameters of each software(USD), that's a big problem for me. (The other problem is the optimization of the shaders, they weigh a lot.)
@Attilakiralyart
@Attilakiralyart 11 ай бұрын
Can you please do a simple rendered animation with a visual effect, and a tutorial on how to use USD on a "BASE" level? 🥺🙏 Would highly appreciate
@3DJapan
@3DJapan 11 ай бұрын
LightWave has been doing this with Unreal for years.
@Shinesart
@Shinesart 11 ай бұрын
When I export blender scene usd and import in Maya. Everything is 90 degree rotated. So do I need Nvidia Omniverse in the middle? I had to deliver to my client and he uses Maya.
@xetra1155
@xetra1155 11 ай бұрын
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?
@SirWade
@SirWade 11 ай бұрын
I think so, as long as Unity has a connector (which it probably does) I haven’t tested personally
@flamingburritto
@flamingburritto 11 ай бұрын
Is there a video or an article discussing it's uses in game design and development?
@Mylesanimate
@Mylesanimate 11 ай бұрын
This is open Source?! This is HUGE
@RayTech70
@RayTech70 11 ай бұрын
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.
@Justinjaro
@Justinjaro 11 ай бұрын
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.
@WXB3D
@WXB3D 10 ай бұрын
Until now its been a lack of competition due to commercial 'pearl clutching' thats hindered progress on open file formats.
@NVIDIAOmniverse
@NVIDIAOmniverse 11 ай бұрын
#OpenUSD for the win 💚
@GabrielPaivaHarwat
@GabrielPaivaHarwat 11 ай бұрын
Could you please officially clarify if omniverse is free for commercial use?
@lunabeige
@lunabeige 8 ай бұрын
does nvidia audio2face work in every language? like italian audio
@sanjaykumarsingh6403
@sanjaykumarsingh6403 11 ай бұрын
i have a question🙋 how can i render my animation like dream work animation and other professionals please answer
@clearpill
@clearpill 11 ай бұрын
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.
@maelhagel
@maelhagel 11 ай бұрын
Todo lo que implique alejarse de los formatos propietarios de autodesk es una ganancia para todos
@LucasTbooker
@LucasTbooker 11 ай бұрын
@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?
@SirWade
@SirWade 11 ай бұрын
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
@LucasTbooker
@LucasTbooker 11 ай бұрын
@@SirWade thx
@GrimDuskStories
@GrimDuskStories 10 ай бұрын
What tutorials are there for fluid simulation
@GreenJay
@GreenJay 11 ай бұрын
Me when I thought USD was a United States based currency (I was unaware of this tool)
@Arthur_Vilarinho
@Arthur_Vilarinho 11 ай бұрын
Oh so it’s like the BIM of animation and vfx? (BIM = building information modeling, used for architecture and construction)
@merdovfx
@merdovfx 11 ай бұрын
Can make tut about ur workflow for usd and almbic?
@jacobcropper4785
@jacobcropper4785 11 ай бұрын
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?
@justanothercommercial
@justanothercommercial 11 ай бұрын
Lol I wonder if it’ll be like working with git or github version control
@atlanteum
@atlanteum 11 ай бұрын
How will USD affect licensing for assets like MetaHumans, which can - according to the Terms of Service - ONLY be rendered in Unreal Engine? At least, for projects intended to be commercially released.
@RG_77
@RG_77 11 ай бұрын
Would be nice to hear how to link Omniverse with each of these applications and swap data non-destructively.
@kirby1fan
@kirby1fan 10 ай бұрын
You said this can work without RTX cards, but how do you get it then?
@humanharddrive1
@humanharddrive1 11 ай бұрын
this is huge
@fraserec
@fraserec 18 күн бұрын
yes
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