Andrew Weiler
AndyW
About Me
Technical Artist/Designer and CG supervisor
EXPERTISE
Freelancer
INDUSTRY
Advertising / Motion Graphics | Film/TV
Houdini Skills
ADVANCED
Procedural Modeling | Environments | Digital Assets | Cloth | Crowds | Solaris | Mantra | Karma | Lighting | Pyro FX | Fluids | PDG | VEX
INTERMEDIATE
Python
Availability
Not Specified
My Gallery
Recent Forum Posts
PDG and USD Variant Export June 14, 2024, 10:39 a.m.
Hi! I've been experimenting with exporting USD variants with PDG, in the attached file it sort of works. This is a two-part question: In the example test file I have a Labs Simple Baker generating textures, and I'm using a ROP Fetch in TOPS to process it as part of a USD export loop assigning materials and creating variants. The bake texture ROP fetch causes the USD ROP fetch to fail, although I can generate the textures beforehand and everything works fine
Is this a limitation of using a packaged SOP like Labs bake tex in this kind of setup, or is there a workaround with PDG? I'm also relatively new to USD so I might be missing something
The other question, illustrated in this example file: Exporting USD variants in this fashion is a bit convoluted and error prone, I'm wondering if there might be some newer, more straightforward ways to go about this. Any advice is much preeesh!
Thanks and cheers
Is this a limitation of using a packaged SOP like Labs bake tex in this kind of setup, or is there a workaround with PDG? I'm also relatively new to USD so I might be missing something
The other question, illustrated in this example file: Exporting USD variants in this fashion is a bit convoluted and error prone, I'm wondering if there might be some newer, more straightforward ways to go about this. Any advice is much preeesh!
Thanks and cheers
Karma XPU rendering and PDG June 6, 2024, 9:35 a.m.
Hi! I'm looking for example setups for rendering Karma XPU with PDG. My tests with ROP Fetch in TOPS work fine, but are noticeably slower than rendering USD Render ROPs in the Out context. My informal benchmarks are showing it to be less than 1/2 the speed(!) This may have to do with settings in the localscheduler, but again, I'm not finding much info on how this relates to GPU rendering. Many thanks!
random particle trail length May 11, 2024, 10:15 a.m.
Here's one way to do it