Created a new hda today. Lets lookdev target specific selections or faces for material binding. Basically makes the process of creating geomsubsets more artist friendly whilst keeping them usd compliant!
Nailed it! 💪 Added an export script to our publish tools to convert a #bifrost graph to a clean unseralised #arnold#standin file! Handles point_position, scale, orientation, point_frame and instancing of animated #standins
This allows us to deliver clean repathable assets down pipe and to the external studio!
Busy writing a python script to convert a bifrost graph to a native human readable arnold standin file (not like the serialized version that the native arnold exporter creates).
Its nearly done, just need to get my math right converting the point pos, scale and rot to the arnold 4x4 matrix.
Building bifrost graphs via python! Got the core of it working 💪
This is going to let the dressing artists rapidly add assets to the graph (all correctly setup without human error) directly from our asset import tools.
Yes! That may have taken longer than it should have, but got it working! 💪 Cull Points based on Camera Frustum in vanilla Maya 2020, Bifrost 2.2.0.1!
Its much easier in Maya 2023 and Bifrost 2.6+ but here we are!
#OpenUSD has a prim.GetName() but no prim.SetName()! I know how to edit primpaths via an sdf.layer but having a .SetName() would have meant i could be solving another problem right now instead of bashing my head against moving stage data to a sdf.layer and back!
Okay I have found a way to rename prims and the primpath as required... Its a brute force technique but thankfully having this working opens up so many options for our workflow.
Sadly this due to #Blender not allowing objects at different locations in the scene graph tree to have identical names, like #maya and #houdini