Correct way to create variants based on activation?

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I have a USD of a boat, with two different options for masts in it. I want to create a variant for each. I thought maybe I could run an initial prune node (using deactivate) to get rid of one of them (so this could be the default). And then create a branch with using configure primitive nodes to turn off the default one and activate the other one, and then feed that into an add variant node.

However, when I try this, and then use set variant, it doesn't do anything. This is my first time actually using Solaris without following a tutorial so it's clear there's some basic USD stuff I don't quite understand yet.

What would be the correct way to go about building variants that are essentially different iterations of different components being activated or not?
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If you're intending the boat to become an asset in a larger scene, I recommend setting it up using the Component Builder framework. You can use a pre-existing USD as an input file in the "Component Geometry" node, then in different branches you can activate / deactivate the masts and plug them into component geometry nodes.

If you're new to Solaris but have some Houdini experience I recommend Peter Arcara's tutorials here:
https://www.sidefx.com/tutorials/usd-asset-building-with-solaris/ [www.sidefx.com]
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