If you mute the FX layer, the prims would simply disappear, there would be no “layout layer” or “anim layer” to “shine through.” Not only that, there is no way to “mute” the FX layer and see the same prims before FX did its thing. If layout were to move assets around, then lighting, who pick up layout + anim + fx, would never see those changes because FX’s flattened layer would override everything. So if you, as an FX artist, come along and use the Stage Manager to replace some part of the scene, you have effectively blocked any up-stream changes from coming through. There is no longer a “layout” and “animation” layer, there is only one layer. What does it mean to “flatten layers on its input into a single layer”? If you “flatten” a layer, you have effectively removed the “sublayering” abilities of USD. However using this facility will combine all the layers in the layer stack, which is not something to be done lightly. The Stage Manager will flatten layers on its input into a single layer so that it can perform these operations on any input. The Stage Manager is designed to be a one-stop location for referencing assets from disk, transforming them in 3d space, and adjusting your scene hierarchy. Luckily, there is a better way to do this using the Stage Manager. We have laid out three barrels, but you can see how tedious it would be to repeat this for a complicated set. Let’s begin, and remember to save your file often as you work, for example as lops_tutorial_3.1.hip In these examples, there are no published cameras, but of course in a real production environment the cameras would have been published by the matchmove department and be included in each shot layout. We will include some default lights so that submissions to dailies or other processes (automated or otherwise) have some lighting. Of course, a project might handle this differently, (project layouts, sequence layouts, shot layouts, etc). In the next tutorial, we will branch off this sequence layout to create variations for individual shots, ( shot layouts). We will do a small bit of the sequence layout manually so you understand how a USD layout stage is structured, and then we will do the sequence layout fully using the Stage Manager, which makes the process much easier. We will create a sequence layout in two ways. ![]() ![]() ![]() Don’t worry if you did not do the first two tutorials, you can do this tutorial without having done the previous ones, (but of course you should do them!). We will be using the barrel asset you created in the first tutorial and the bookshelf you created in the second, as well as other assets that you will have downloaded. Most modern pipelines include a layout department where assets are marshalled and placed in the scene, either for initial blocking (usually in the case of animated characters or props) or for final and exact placement, (often for sets or environments). In this tutorial, we are going to be acting as the “layout” department. If you have not done so already, download the necessary support files.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |