Pipeline Specifics Flashcards

(14 cards)

1
Q

Hierarchy in USD / Asset Context

A
  • Asset (XForm/Component)
    • Element
      • FX
      • groom
        • Proxy
        • render
        • guide
      • misc
        • model
        • proxy
        • render
      • guide
    • lookdev
      • mat
      • misc
      • light
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2
Q

Assembly context

A
  • Assembly (XForm/ Assembly)
    • element
      • build
      • char
      • crowd
      • env
      • fx
      • guide
      • misc
      • model
        • proxy
        • render
        • guide
      • prop
        • shelf_001
        • chair_001
      • veh
      • (0000)
      • (RnD)
      • (hdri)
      • (pipeline)
    • lookdev
      • mat
      • light
      • misc
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3
Q

Shot Context

A
  • Scene (Scope)
    • element
      • build
      • char
      • crowd
      • env
      • fx
      • guide
      • misc
      • model
      • prop
      • veh
      • (0000)
      • (RnD)
      • (hdri)
      • (pipeline)
    • lookdev
      • cam
      • mat
      • misc
      • light
    • Render
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4
Q

Primitive node

A

Adding primitive path

Basic setup
/asset/element/proxy
/asset/element/render

Primitive kind: none
Parent primitive type: scope
Primitive type: scope
Primitive specifier: define

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5
Q

Sop create1:
things adjusted in tut

A

Checkbox ticked: adjust transforms for input hierarchy

Import path prefix = /asset/element/proxy/

Checkbox ticked: define only leaf primitives

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6
Q

Sop create2:
things adjusted in tut

A

Checkbox ticked: adjust transforms for input hierarchy

Import path prefix = /asset/element/render/

Checkbox ticked: define only leaf primitives

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7
Q

Configure primitive:
Things changed in tut

A

Primitives: asset/element/proxy
Checkbox ticked: purpose : set to proxy

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8
Q

What does the Configure primitiv Note do?

A

It defines which mesh is the proxy in which is the render mesh. For each definition, there is one node needed.

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9
Q

Add variant node

A

First Input for input stage
Right multi input for variations
The one that shows up ist always the last one you connected. The name is based on the input, so a null can help to organize the input names
Var_sphere f.e.

Green in outline means it is composition arc

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10
Q

Set variant node

A

Primitives /asset
Variant set /model
Variant name /var_sphere

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11
Q

Instances

A

Method: Instanceable reference
Prototype primitives /asset

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12
Q

Extract instances

A

Instances /instancer1[1]
Primitive parm /extracted instances

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13
Q

Basic asset setup in stage in Houdini

A

Layerstack loader in —> layer_output

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14
Q

General.pipeline.model.ingest

A

Where the assets will be ingested

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