sebkaine Posted August 23, 2022 Share Posted August 23, 2022 (edited) Hi Vince i hope you have great hollidays my friend, and thanks for sharing your detail pov about USD. There are points where i agree with you and other where i am not. like i said : - ability to exchange assets between DCC's is a good idea. - layering the work of all departement is also a good idea when you have big team of artist. But those advantage come at a price, the price of a very complex scene description language, that imply a specific and time consuming way of working, that will only be rewarded if you are inside of a certain spectrum of CG production. I have the belief that people in an other part of the spectrum will only loose time and flexibility by going the USD way. With solaris you can create complex light rigs , infinite versioning etc .... but you also have a LOT of workflow methodology to follow to be able to do so. And that methodology cost you time, and thus money. And if you are not working on big show where at least 100 artists are at work together to create at least 200 shots, i am not sure you will get the reward in efficiency that you have expected when working with solaris/usd. My point is that pre solaris we had mantra, now that karma has arrive mantra will be very soon stoped and thus legacy. So now karma is the way. But karma is solaris/usd exclusive. so for those who don't want to use USD, we don't have any default render engine. For me the fact that sesi push us to do layout / rendering with .USD is not a good thing. because again the complexity and the price to pay to get the benefit is on a Katana level of production. Sure you can do Marvel or Pixar movie in Katana. But using Katana to do some dirty commercials or motion design animation or even layout a sets for a low sepc game or a AAA game is a non sense. But when using solaris to do so i have this feeling of using the wrong tool to solve a simple problem who don't need such a high level of complexity. My point is that the beauty is to have choice ! - you can use Solaris / USD if you work on the spectrum of production that will reward his complexity. - But you can also have the choice to bypass it to stick to . GLTF only or .FBX or .ABC only if you prefer to. I would really prefer to stick in SOP for my scattering / level design task, then if i need to i could then conform and import them in a USD workflow. I have no problem if people think it is a better idea to layout directly in USD, but at least i would like that the set of layout tools in SOP stay on par with Solaris. Cheers E Edited August 23, 2022 by sebkaine 1 Quote Link to comment Share on other sites More sharing options...
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