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Pixar, Adobe, Apple, Autodesk, and Nvidia form alliance for OpenUSD

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191–200 of 271 posts

Re: Pixar, Adobe, Apple, Autodesk, and Nvidia form alliance for OpenUSD

#191

I find it slightly odd that SideFX aren't part of this. They have worked very closely with Pixar on integrating USD into Houdini in a new subsystem/type of network called 'Solaris' / Lops. It is a very deep and powerful integration too: You can edit USD data using the Python Lop (pxr.Usd API) or even with Vex/Vops (a SIMD-focused language that can be 'written' using 'Vop' nodes that compiles to bytecode and runs (fas…

Solaris (in Houdini 18 I think?) was my introduction to USD and a pretty deep rabbit hole for a few weeks.

Although its functionality is way beyond a solo hobbyist's needs, the whole time I was thinking about how cool it is to have a standardized format, and how much it must benefit teams working together on a project.

Re: Pixar, Adobe, Apple, Autodesk, and Nvidia form alliance for OpenUSD

#192

Earlier quoted context omitted.

Ah, I see SideFX are there as a "General Member"! Cool!

pretty cool indeed long live sidefx

I couldn't agree more, and that's from much experience working in VFX on tools/code and contacting SideFX support a lot (mostly by email) It's just been some astoundingly good support! I hope they last forever, and if they ever do have to pack it in, I hope they release the source so that Houdini can live on.

Re: Pixar, Adobe, Apple, Autodesk, and Nvidia form alliance for OpenUSD

#193

Earlier quoted context omitted.

> For people complaining about the name, USD has been already a thing publicly since at least 2013 As opposed to the United States dollar that became public after 2013? I mean, seriously: OpenUSD sounds like a cryptocurrency "stablecoin" token name.

Literally no one who uses USD as part of their work gets tripped up by this. It’s ok for jargon and acronyms to be confusing to people who are not at all in the field.

> It’s ok for jargon and acronyms to be confusing to people who are not at all in the field.

On the site itself, sure. Here, where not everyone "uses USD as part of their work", spelling it out in the title would have avoided this whole stub

Re: Pixar, Adobe, Apple, Autodesk, and Nvidia form alliance for OpenUSD

#194
post #90

Does anyone remember X3D[1] / VRML? X3D is roughly the same concept, 20-some years ago. Here's a hello world for X3D: https://www.web3d.org/x3d/content/examples/Basic/X3dSpecific... And here's a hello world for OpenUSD: https://www.openusd.org/release/tut_helloworld.html#viewing-... Although X3D is a bit more verbose, a lot of parallels can be drawn between the two, 20 years apart. [1] https://en.wikipedia.org/wiki/X…

We had to wait 20 years until some entity interested in interoperability became powerful enough that vendors started listening to them.

Re: Pixar, Adobe, Apple, Autodesk, and Nvidia form alliance for OpenUSD

#195
post #152

I spent a ton of time in 2022 looking for people adopting USD for game development and came up with nada. It's popular in vfx but nobody in gaming seems to be adopting it in any way I could find. Has that changed since?

Epic has started the work to implement it into Unreal Engine and various tools have started adopting it as well. All this within the last two years or so

Re: Pixar, Adobe, Apple, Autodesk, and Nvidia form alliance for OpenUSD

#196
For entertainment, there has been MVR - My Virtual Rig - specification. The My Virtual Rig file format allows programs to share data and geometry of a scene for the entertainment industry.

Official repo: [1]

Current Spec: [2]

WIP for DIN Spec release: [3]

[1] https://github.com/mvrdevelopment/spec/

[2] https://github.com/mvrdevelopment/spec/blob/main/mvr-spec.md

[3] https://github.com/mvrdevelopment/spec/pull/153

Re: Pixar, Adobe, Apple, Autodesk, and Nvidia form alliance for OpenUSD

#197
post #11

This is a big deal. I used to work at Autodesk, trying to build software that made 3D blueprints available to everyone, everywhere. Rendering things on mobile is hard, in part because you need to writer bespoke renderers, and in part because the data formats for the assets are not aligned. Pixar developed USD, and it should really help to standardize 3D tech. In particular, I hope that USD can help make it easier to…

> Rendering things on mobile is hard I don't know. You can stream Unity to mobile with the service I've authored ( https://appmana.com/watch/theheretic for an example).

Cool, who is going to pay for it? This isn't rendering things on mobile.

Re: Pixar, Adobe, Apple, Autodesk, and Nvidia form alliance for OpenUSD

#198
post #80

Earlier quoted context omitted.

What about glTF?

glTF is actually pretty good. It just's fairly minimal and lacks support for an entire scene description, lacking important features such as LODs. Coincidentally, I help develop the Bevy game engine, and I was just talking to people about working on a bevy_usd library. From what they told me, USD is extremely complicated, and the "spec" is basically just the C++ source code. I was warned not to bother. Imo it would b…

This is the dark secret to USD: pretty much everyone is relying on the same massive C++ project!

Projects that want leaner dependencies, like everything on the web, don’t yet have a good way to work with USD.

Re: Pixar, Adobe, Apple, Autodesk, and Nvidia form alliance for OpenUSD

#199

Earlier quoted context omitted.

RealityKit (iOS & visionOS AR/VR/3D library) makes use of USD. Native apps and games for the Vision Pro will also use USD, alongside their new implementation of Entity Component System (ECS).

Yes, but using .reality files is better for stuff like games in RealityKit. For example it would contain a GPU-ready texture instead of a jpeg (and a lot of other differences), so it's more in-line with how assets are typically loaded in games.

Generally it never makes sense to use interchange formats for a runtime use.

Take the predominant game development format: FBX. It’s used strictly for interchange not runtime.

The use of USD is exactly the same. You’d compile it into a runtime friendly format that benefits your specific runtime.

Re: Pixar, Adobe, Apple, Autodesk, and Nvidia form alliance for OpenUSD

#200
post #80

Earlier quoted context omitted.

glTF is actually pretty good. It just's fairly minimal and lacks support for an entire scene description, lacking important features such as LODs. Coincidentally, I help develop the Bevy game engine, and I was just talking to people about working on a bevy_usd library. From what they told me, USD is extremely complicated, and the "spec" is basically just the C++ source code. I was warned not to bother. Imo it would b…

That gives me serious collada vibes. I've been out of the space for ~6 years but I recall that collada was the thing that was supposed to solve all of this, looks like it didn't really take off.

Colada was really under specified and support was super fractured. It never really gained traction as a result outside of very specific pipelines
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