A Detailed Look at USD Layering Systems in Autodesk Maya for VFX Artists
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- čas přidán 24. 07. 2024
- Unlock the secrets of USD layering in Autodesk Maya and revolutionize your VFX workflow as this must-watch tutorial reveals game-changing techniques to elevate your 3D projects to the next level!
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In this insightful and engaging tutorial, we dive deep into the world of USD layering in Autodesk Maya, uncovering the true potential of this powerful feature. Throughout the video, we will walk you through the process of leveraging USD layering to improve your VFX workflow, boost efficiency, and achieve impressive results. By exploring various real-world examples and scenarios, you will gain a thorough understanding of how to effectively manage your assets, build complex scenes, and collaborate seamlessly with other artists. This comprehensive guide also demonstrates how to navigate the user-friendly interface of Autodesk Maya's USD layering system, ensuring that you have complete control over your 3D projects. By the end of the tutorial, you will have mastered the art of USD layering in Autodesk Maya, empowering you to create stunning, high-quality visual effects with ease and confidence.
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0:00 What will be covered today
0:21 Scene Files
0:40 USD Stages
1:30 More USD Stages
3:30 Sublayers and Authoring
4:29 Layering Workflows
6:25 Adding Additional layers
7:00 DCC exchange
7:36 Comp result
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I have one more video about this to come, let me know if you want me to explain more things. Also join the CG Lounge Server discord.gg/z35NUgV
great
Kudos to Arvid!! No other pro video has such a clear breakdown of the USD workflow like the one shown by you. This video and the other videos from you on USD workflow for artist is really useful. This high level overview is what I, and I bet many artists are looking for in using the USD framework. This will help the artist community a lot ... Thank you Arvid for this service that you are doing to your fellow artists!!
Very helpful overview.
Excellent walkthrough Arvid, thank you
Hi Arvid! THis cleared up a lot of confusion for me thank you! i was wondering if you wouldnt mind doing an additional video that includes character animation in this USD layering process?
Hi Arvid, great video! I have a question about maya usd, I can't add prims of a usd to a render layer(render setup or legacy render layers), I can only add the whole usd stage, is it not surpport yet ?
Great Tutorial, always watch your videos but just find out i wasn't subscribe as yet. just did. Keep up the good work
Hey Avird!
Nice video! Thanks
In Maya we still need light link for USD in maya! Was not implemented! Thanksss
hehe I'm not a developer :D but yeah.
Don't use light link if I can make a suggestion
Ho Arvid, great work as usual!
I have some questions about it :
1. From maya to houdini do you have some script to manage scale between softwares?
2. What about the camera? I have a problem with cameras from maya to houdini (I suppose it is about scale too)
3. Do you save usd file in local or network path (in windows smb network share doesn't work)?
1) I believe USD handles that in this case.
2) Camera translates with USD also fine
3) Sharing over network will work fine if all the paths are accessible. This video was just local though.
1. No. Scale is x100. 2. Image planes don't work. Which is pretty serious. 3. Animating usd prims (just transform) is nightmare. You have to heavily script it.
USD feels like a livegroup in Katana.
A bit confuse with all the new terminologies. The relationship of stage, layer, session? And right click into a layer we can create new primitives. What are def, scope and xform?
There is waaaay to much to cover in 8 minutes video. Have look at pixars docs please
openusd.org/release/index.html
Were the chappie materials, created in substance painter?
Mari
@@Avinoam-kw3cu Is Mari better then Substance Painter?
@@sdsdsdsds7176 Depends what you need, mari is more robust and can handle large data like 100s of UDIMs and heavy models, warping projections and paint strokes and can be used in a node based workflow to create non destructive complex masks and adjustments. Substance is easier to learn and you can create materials pretty fast using procedurals, you can alao mix it seamlessly with substance designer materials. It can handle less UDIMs than mari so depends on the complexity of an asset you'd choose the software to use.
@@sdsdsdsds7176 there is no software that is "better" than another. They have their own usecases and complement each other.