Autodesk Maya 2022: USD Workflow for Beginners

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Zero Conditional

Zero Conditional

Күн бұрын

Пікірлер: 72
@CHIFAN2
@CHIFAN2 4 ай бұрын
Thank you very much for this USD information and workflow! Cheers to you and your family!😍😍😍
@RolandReyer
@RolandReyer 3 жыл бұрын
This is really the best video on USD I have seen so far (and I have seen quite a few). BTW: you sound very much like my former colleague GB.
@ZeroConditionaltutorials
@ZeroConditionaltutorials 3 жыл бұрын
That's because it is. :-)
@mmmuck
@mmmuck Жыл бұрын
This seems great for lighting setups
@locallocallo
@locallocallo Жыл бұрын
Very Informative, thanks a lot!
@ZeroConditionaltutorials
@ZeroConditionaltutorials Жыл бұрын
Glad it was helpful!
2 жыл бұрын
This is a brilliant video to teach Maya USD workflow. Thank you!
@ttwtta2911
@ttwtta2911 3 жыл бұрын
Great truorial, thanks, and I am testing USD pipeline, but when the pipeline is worked RiG pipeline, I am confuse, could you talk about it simplely?
@ZeroConditionaltutorials
@ZeroConditionaltutorials 3 жыл бұрын
Maya's USD integration doesn't support rigging yet. The first stages have been focused around scene assembly workflows.
@ignaciogasco6206
@ignaciogasco6206 3 жыл бұрын
Great tutorial, I was wondering if it is possible to create variants in maya? I can read them but I'm struggling to find a way to create them. Thanks a lot
@ZeroConditionaltutorials
@ZeroConditionaltutorials 3 жыл бұрын
Unfortunately you can't at the moment, which is frustrating, but it will come I'm sure. The focus on this version was really around the scene graph and hierarchies. The approach Autodesk often take now is to get something functional out and then build upon it. This is a very typical process with product developement.
@ignaciogasco6206
@ignaciogasco6206 3 жыл бұрын
@@ZeroConditionaltutorials ah, I see. good to know! thanks a lot for the quick reply:)
@teovfx2445
@teovfx2445 8 ай бұрын
Hello. How can we add subdivision to USD objects in Arnold Render?
@kamalganesh8789
@kamalganesh8789 Жыл бұрын
while trying to import the kitchen set usd file maya 2024, the oreintation of the file is chnaging. how can i fix this...need help
@KenparckVFX
@KenparckVFX 3 жыл бұрын
Hello sir. In your lesson, you imported a USD model of the car (10:10), and there were no shaders on it, unlike the original car standing next to it. I have the same problem. Both on the viewport and during rendering, the imported USD model is displayed in gray. Can you help me to find solution please, or maybe give me a link to information about it! Thank you
@ZeroConditionaltutorials
@ZeroConditionaltutorials 3 жыл бұрын
Check the import and export options for materials. For example, if coming from Maya and are using Arnold, you can choose this option to ensure the material information is exported with the USD. Then when importing, check the options and choose not to convert the materials. The shader info should come in. Also remember you need the Hydra (mtoh) plugin also loaded. Then you should be able to see render in the viewport in Arnold, with with the Arnold Hydra option, or with Arnold normally.
@Lucky-hk2oi
@Lucky-hk2oi 3 жыл бұрын
yea I have been having same issue and its driving me crazy
@24mjohnson
@24mjohnson Жыл бұрын
with the same file and using Maya 2024, when i select sequenceDressing.usd layer under USD layer editor, and then go and add the bare variant of the refrigerator, it gives me an error of like cannot edit variant selection attribute because there is a stronger opinion in some layer. Not sure what that is or anything as i did it with the same kitchen file and the same edits as you did. Any idea why this would happen?
@jkartz92
@jkartz92 11 ай бұрын
can we have volumetric data in usd? will it be readable?
@EClavel
@EClavel 2 жыл бұрын
Informative video. Wish maya wasn’t extremely limited on USD work flow…. Houdini offers so much more power using USDs
@ZeroConditionaltutorials
@ZeroConditionaltutorials 2 жыл бұрын
The plugin and workflow has really moved on since this video. Alot more stuff now and with Bifrost, authoring USD data is better as well. Houdini/Solaris is certainly in a strong position. They went with USD early, so have some advantage.
@Yamagatabr
@Yamagatabr 2 жыл бұрын
Excelent explanation! How it works when exporting a scene with shaders? Does it convert maya Ramps, Noises, and File Textures to a format that can be read by Arnold on other aplications? Does it make an automatic translation to Arnold nodes preserving the look? Thanks
@ZeroConditionaltutorials
@ZeroConditionaltutorials 2 жыл бұрын
Check out the latest version of the USD plugins. There's now MaterialX support. It will support alot of the shader functionality, but some things might be missing. Or the shader network can be converted but it's then about how to connect it to the shader of choice. With Arnold you can export an Arnold USD file and that should retain everything, and then take it into another package that also has Arnold.
@Yamagatabr
@Yamagatabr 2 жыл бұрын
@@ZeroConditionaltutorials Thank you! Will take a look in MaterialX . If I export the Arnold USD file of the shader network, it will work in 3dsMax even if I use specific Maya nodes? (ramp, noise, file, water, layeredtexture)
@ZeroConditionaltutorials
@ZeroConditionaltutorials 2 жыл бұрын
@@Yamagatabr Yes it should work, but I haven't 100% tested. The USD import for Max is still in the early stages and works like Maya's IO, in that the import just converts it to Max data. You can use an Arnold standin and use an USD file and that works no problem if all you need to do is render. Check my video here - kzbin.info/www/bejne/fpCXkniXZbufY7s
@hahasum
@hahasum 3 жыл бұрын
Great tutorial to explaining the USD, but i don't know how to use the prim Name function, have any idea? Thanks a lot 😘
@ZeroConditionaltutorials
@ZeroConditionaltutorials 3 жыл бұрын
Not sure what you mean, you should be able rename the prim from the outliner.
@k-vandan
@k-vandan 3 жыл бұрын
thank you :)
@ZeroConditionaltutorials
@ZeroConditionaltutorials 3 жыл бұрын
You're welcome!
@barel8741
@barel8741 3 жыл бұрын
Hi, is usd can export texture as well,and apply it automatically in others? I'm still new in 3d
@ZeroConditionaltutorials
@ZeroConditionaltutorials 3 жыл бұрын
exporting data to USD works like any 3d data format. You link textures in the usual way. As long as your scene can read the textures from your file system, you should be ok. If you want to include the textures with the export, then use the USDZ format and check the export options.
@DGFA-
@DGFA- 3 жыл бұрын
Hi, how to assign materials to assets coming from other software like Blender or Houdini?
@ZeroConditionaltutorials
@ZeroConditionaltutorials 3 жыл бұрын
If you're importing USD data via the File>Import, then data will come in as native Maya, then you can do what you need to, then export as USD.
@dodeedada
@dodeedada 3 жыл бұрын
Hello, will this works flawlessly with Vray? Arnold is good but too slow
@ZeroConditionaltutorials
@ZeroConditionaltutorials 3 жыл бұрын
Need to ask Chaos Group really. I don't think Vray currently has USD/Hydra support.
@cgaraby6125
@cgaraby6125 3 жыл бұрын
is usd support pbr textures import with material ?
@ZeroConditionaltutorials
@ZeroConditionaltutorials 3 жыл бұрын
MayaUsd currently supports OpenEXR textures, 8, 16 and 32 bits, single channel, RGB and RGBA
@davidmonteiro6822
@davidmonteiro6822 3 жыл бұрын
Nice! At this point USD does not support rigging systems export/import?
@ZeroConditionaltutorials
@ZeroConditionaltutorials 3 жыл бұрын
afaik, not in the current Maya plugin. Autodesk have said that previously that the initial focus has been on Assembly and Layout workflows. This helps get all the under the hood stuff done as well. Some good info here: area.autodesk.com/blogs/the-maya-blog/maya-usd/ area.autodesk.com/blogs/the-maya-blog/usd-plugin-for-maya-fundamental-pillars/
@driftwood-f4p
@driftwood-f4p 3 жыл бұрын
How to make USD Variant Sets in Maya?
@ZeroConditionaltutorials
@ZeroConditionaltutorials 3 жыл бұрын
I believe the functionality is there, but its not been exposed in the UI yet, and so at the moment you can't out of the box.
@lestervidalgutierrez2961
@lestervidalgutierrez2961 3 жыл бұрын
Excelent approach to usd workflow. I have a doubt, Could we create usdz files in Maya? Thanks
@ZeroConditionaltutorials
@ZeroConditionaltutorials 3 жыл бұрын
In the current vanilla plugin for Maya 2022 currently only .usd, .usdc, and .usda are supported file formats for export. .usdz support is limited and is only available when creating a stage from file. For creating a .usdz file, then you could use the usdzip utility that Pixar provide as part their open source package.
@lestervidalgutierrez2961
@lestervidalgutierrez2961 3 жыл бұрын
Thanks a lot. It would be awesome if you teach in a video how to install and use pixar’s usd package on windows. I search in KZbin and nobody has make a video of it. That is a good method to create usdz for ios augmented reality from maya
@ZeroConditionaltutorials
@ZeroConditionaltutorials 3 жыл бұрын
@@lestervidalgutierrez2961 You kinda don't need the Pixar package, unless you wanted to implement USD further, because you would have download and compile the code. This is the same for the MayaUSD plugin, the code is all there on github. Having a quick look at some docs, .usdz support is there in Maya but they haven't exposed it through the UI. You might be able to import/export via the command line. The docs do explain about the options. If you're a TD or know some python, you couldn't probably put something together.
@ZeroConditionaltutorials
@ZeroConditionaltutorials 3 жыл бұрын
​@Lester Vidal Gutierrez ok, I have looked further and I've been able to import and export .usdz files. For importing, just go via File>Import and select a file. You can even drag and drop it into the Maya viewport. For exporting you can choose either ASCII or Binary for the usd file format, but for the file name actually type in the .usdz file extension and it exports as .udsz Hope that might help.
@lestervidalgutierrez2961
@lestervidalgutierrez2961 3 жыл бұрын
It works like charm. Thanks!!!!
@billjeason6635
@billjeason6635 3 жыл бұрын
So the Maya2020 won`t support those features right?
@ZeroConditionaltutorials
@ZeroConditionaltutorials 3 жыл бұрын
No, Autodesk do provide a Maya 2020 version of the plugin: github.com/Autodesk/maya-usd/releases/tag/v0.12.0
@billjeason6635
@billjeason6635 3 жыл бұрын
@@ZeroConditionaltutorials Sorry I didn`t directly download the package but build it from source and use it in Maya 2020,it seems like some ERROR occur,when i import usd file from disk i found no options in File type Specific Option!
@ZeroConditionaltutorials
@ZeroConditionaltutorials 3 жыл бұрын
@@billjeason6635 I'm not a coder so personally I haven't compiled the code. I used the package.
@billjeason6635
@billjeason6635 3 жыл бұрын
@@ZeroConditionaltutorials Thank you for your patiently answer
@archivradio
@archivradio 3 жыл бұрын
great!
@tr1ph0p
@tr1ph0p 2 жыл бұрын
good stuff
@ZeroConditionaltutorials
@ZeroConditionaltutorials 2 жыл бұрын
no problem
@AinurEru
@AinurEru 3 жыл бұрын
Lambert, Blinn and Phong - very 2022... :P
@ZeroConditionaltutorials
@ZeroConditionaltutorials 3 жыл бұрын
There's Arnold support out of the box and more is coming, especially around MaterialX
@SmedleyRudolf-w4k
@SmedleyRudolf-w4k 4 ай бұрын
Davis Barbara Gonzalez Amy Martinez Christopher
@gaultproject
@gaultproject 3 жыл бұрын
Sorry, don't you lie yourself that Hydra makes some useful for maya? It doesn't support a lot of features of modern renderers, reduces using of lights and doesn't cover all VP2 capbilities. What it is needed then for? Pixar itself don't use usd files rendering - just through Hydra, but it is very simple task to write an utility (even with python) - which can pass with same degree of success and with more freedom all data to arnold, prman and any modern renderers with API published. Are you sure, you wish to use a zoo of renderers just ot see their approximate results in viewport? I loaded btw Pixar's Kitchen - it had Z-up. Ok, I turned it - but Hydra spit on this transform, renders as it was loaded - yes, it is scene delegate issue - but WHAT for should you catch bugs of Hydra delegates, instead of realizing new cool features? I see everything is nice with arnold/VP2GL - and I am HAPPY. (to be true, it is better for Arnold to process subdivision tags already set for meshes, but it is NBD).
@ZeroConditionaltutorials
@ZeroConditionaltutorials 3 жыл бұрын
Hydra is a framework that allows scene graphs to talk to a renderer, or any renderer if they have a Hydra delegate. Doing this allows you to have Maya data and USD data in the scene graph and for them to be rendered as normal. Ideally you shouldn't need to convert USD data to Maya just render it or display it, especially if you have USD data coming from a different software. It's not about having to use multiple renderers, but being able to use the renderer of your choice. There's more information here - github.com/Autodesk/maya-usd/blob/dev/doc/MayaToHydra.md
@gaultproject
@gaultproject 3 жыл бұрын
@@ZeroConditionaltutorials I know what Hydra was introduced for. Now we have just eye of a needle, which prevents us from efficient using of renderer’s capabilities, and I see no perspectives for this can be really changed. You forced with using third party code of usd delegate, for example, which may pass usd by ITS way, not necessarily comfortable for you. And it has bugs, as it shown for spheres geometry. Then we forced to use another subsystem (Hydra itself) - and should obey it’s defects, as impossibility to pass instance material definition, for example, or impossibility to pass implicit geometry or even quadric-based primitives (spheres or cylinders). What for? Is VP2 such bad to defy its features in favor of Hydra when you ALREADY have nice support for VP2 arnold ? To be true - it is needed for Solaris, ok. But it doesn’t work very nice there. I know, it is not so simple task to develop for VP2 visualization, but if you have experience with it - why should you do absolutely different story for same task?
@ZeroConditionaltutorials
@ZeroConditionaltutorials 3 жыл бұрын
@@gaultproject Sorry I can't really provide answers to your comments. I don't work for Autodesk or Pixar. I can only say that having something like Hydra helps things to be agnostic so you can pass the data you need. And though it may be 3rd Party code, that code and the project as a hole is open source, so this allows anyone whose capable to access the source and build upon it. Personally and this is just my opinion, I think its good that Autodesk and other vendors supporting USD/Hydra are making the source for their integrations open source.
@gaultproject
@gaultproject 3 жыл бұрын
@@ZeroConditionaltutorials I took a glance now to arnold7 usd support sources available - there is really support of usd rendering directly without Hydra delegate. Yes, Hydra module is presented too - and it looks more complicated. We have the famous tale about axe porridge - it is all about Hydra.
@schmoborama
@schmoborama 3 жыл бұрын
Wow and only 2 full years / versions behind Houdini! And I'm sure everything actually works, and ppl won't have to wait another 2yrs for a stable, production-ready release... LOL
@ZeroConditionaltutorials
@ZeroConditionaltutorials 3 жыл бұрын
Well there has been USD in Maya for sometime via the Pixar and Animal Logic plugins, which Autodesk have had to take over and essentially merge. This officially supported plugin got it's first release over a year ago, so it's come along way. Personally I take the positives in that another vendor picking this up and supporting it is only a good thing. SideFX have pushed alot early with USD but they've been developing Solaris which has USD at it's core so that kinda had too. What they've done looks really good though.
@christopher8116
@christopher8116 3 жыл бұрын
Suppose I have a file called; table.usd. If I want to have that table break into pieces; and I save that as; tablefx.usd. When importing this into a scene, I assume that tablefx.usd must have the strongest opinion or overwrite the path of table.usd ?
@ZeroConditionaltutorials
@ZeroConditionaltutorials 3 жыл бұрын
It would really depend on how you might want to layer things up. That's where the Maya USD Layer Editor comes in. Worth checking the docs - knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2022/ENU/Maya-USD/files/USD-for-Maya/GUID-4FAD73CA-E775-4009-9DCB-3BC6792C465E-html.html
@kenkurras4926
@kenkurras4926 Жыл бұрын
Of course you click on the link in the comments for the "official documentation" and get The requested URL /view/MAYAUL/2022/ENU/​ was not found on this server. good work, Autodesk.
@ZeroConditionaltutorials
@ZeroConditionaltutorials Жыл бұрын
could be a broken link on my part. I've fixed it. Took me a few seconds to get the right link and docs, they're all public.
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