Pixar's Universal Scene Description To Be Open-Sourced
An anonymous reader writes: Today Pixar announced their second major open source project, Universal Scene Description. USD is the technology that enables 'hundreds of artists to operate simultaneously on the same collections of assets in different contexts', says Pixar VP of software R&D, Guido Quaroni. Pixar has been working with industry to vet the new technology, gaining backing from VFX power-houses MPC and Double Negative as well as high-end digital content creation tool creator, The Foundry. Official source release is slated for summer 2016. Pixar released its RenderMan animation and rendering suite, free back in March.
Pixar is too close to Pixels.
134340: I am not a number. I am a free planet!
Does this software do something that the Blender devs currently can't do (and aren't making good progress on)? Will Blender celebrate this release?
(Note: Renderman is still proprietary, it just costs nothing for a non-commercial licence. Not free software at all.)
(Note #2: The announcement is their "intent" to release it as open source by summer 2016. Currently no code has been released and no licence can be read.)
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> 'hundreds of artists to operate simultaneously on the same collections of assets in different contexts',
English, please?
If this is really a Python-based description language for allowing animated scenes of any complexity to be described as a hierarchical set of object classes, this goes public just in time for Oculus Rift and HoloLens.
COLLADA is just a file format.
Collada doesn't to my knowledge support inheritance and overrides. So I can't have a Collada file that modifies another Collada file which modifies a third Collada file etc.
The best comparison would be CSS vs straight HTML. With CSS you can have a style sheet that modifies a second style sheet which inherits a third style sheet which overrides the property of a fourth style sheet and so on and so forth. HTML you just have a page with markup.
the only difference between a file format and a standard is that with a standard multiple people agree to use the same file format.
That's nice but not really relevant since USD isn't a file format or a standard.
It does provide a (both binary and ascii) file format but it is much more than that, that alone isn't particularly useful. USD itself is a scenegraph format and provides c++ libraries and python bindings for modifying that graph. You also don't have to just use usda and usdb files, in theory you could write a plugin to support any kind of file format you like.
But can you modify Collada references? For example if I had a collada reference to a collada file of a car can I create a collada class called "Car" that exposes functions that can be called and overridden? For instance can my car asset have a .setSpeed() function that will modify the transform matrix to move in a straight line at that velocity whenever you call car.position(10s)? (I'm not trying to be combative I'm actually curious! :D) My memory of Collada was that you could reference objects but you couldn't override a setting. So the reference was an immutable reference.
Yes nobody is saying COLLADA isn't good or useful but USD is obviously very different, USD isn't focussed on the file format, more the scenegraph format that it has and the libraries for manipulating it that it provides.
Well USD is supplanting and replacing RIB (RenderMan's scene descriptor) and ASS (Arnold's Scene descriptor). So in that regard USD *is* the providence of the rendering engine since it's supposedly the entire scene graph for the renderer.