基于Solaris的USD基础USD BASICS WITH SOLARIS

基于Solaris的USD基础USD BASICS WITH SOLARIS

USD Basics with Solaris _ 1 _ Course Introduction

Lessons and Project Files: sidefx.com/tutorials/usd-basics-with-solaris/
Learn how to navigate and use the Solaris context, and begin the conversation into what USD is.
谷歌翻译:
课程和项目文件:sidefx.com/tutorials/usd-basics-with-solaris/
了解如何导航和使用 Solaris 上下文,并开始讨论 USD 是什么。

 
 
 

USD Basics with Solaris _ 2 _ Terminology

Lessons and Project Files: sidefx.com/tutorials/usd-basics-with-solaris/
Learn some of the terminology surrounding Solaris & USD starting with three main terms: Solaris, USD, and USD “primitives”. These definitions will be a useful foundation for our ongoing discussions into what USD is and how we use it in Solaris.
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课程和项目文件:sidefx.com/tutorials/usd-basics-with-solaris/
从三个主要术语开始了解有关 Solaris 和 USD 的一些术语:Solaris、USD 和 USD“原语”。这些定义将为我们持续讨论什么是 USD 以及我们如何在 Solaris 中使用它奠定有用的基础。

 
 
 

USD Basics with Solaris _ 3 _ Resources

Lessons and Project Files: sidefx.com/tutorials/usd-basics-with-solaris/
Explore websites where you can find further information about USD. The topic of working with USD is becoming more and more common on the internet, so these resources are some of the most relevant to our discussions in the course.
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课程和项目文件:sidefx.com/tutorials/usd-basics-with-solaris/
浏览可以找到有关 USD 的更多信息的网站。使用 USD 的话题在互联网上变得越来越普遍,因此这些资源与我们在课程中的讨论最相关。

 
 
 

USD Basics with Solaris _ 4 _ USD Import _ Export SOP

Lessons and Project Files: sidefx.com/tutorials/usd-basics-with-solaris/
Learn how to use USD as a simple SOP-level geometry cache by using the USD Import/Export SOPs. In this way, you can view USD as a similar file type to Alembic, .bgeo.sc, or FBX.
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课程和项目文件:sidefx.com/tutorials/usd-basics-with-solaris/
通过使用 USD 导入/导出 SOP,了解如何将 USD 用作简单的 SOP 级几何缓存。通过这种方式,您可以将 USD 视为与 Alembic、.bgeo.sc 或 FBX 类似的文件类型。

 
 
 

USD Basics with Solaris _ 5 _ USD Formats and Extensions

Lessons and Project Files: sidefx.com/tutorials/usd-basics-with-solaris/
What are the differences between .usd, .usda, & .usdc, and which ones can we use to examine the structure of our scene? Here you will learn how ASCII files are good for human-readability, but binary files are much faster to read off disk.
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课程和项目文件:sidefx.com/tutorials/usd-basics-with-solaris/
.usd、.usda 和 .usdc 之间有什么区别,我们可以使用哪些来检查场景的结构?在这里,您将了解 ASCII 文件如何提高人类可读性,但二进制文件从磁盘读取速度要快得多。

 
 
 

USD Basics with Solaris _ 6 _ ASCII .usd files

Lessons and Project Files: sidefx.com/tutorials/usd-basics-with-solaris/
A .usd file is binary by default, but with an additional string at the end of the file path you can make a .usd file that is ASCII and therefore human-readable. This type of file can also be converted to a binary .usd later by using command-line programs that are bundled with the USD distribution.
谷歌翻译:
课程和项目文件:sidefx.com/tutorials/usd-basics-with-solaris/
默认情况下,.usd 文件是二进制文件,但在文件路径末尾添加一个额外的字符串,您可以创建一个 ASCII 格式的 .usd 文件,因此是人类可读的。以后也可以使用与 USD 发行版捆绑在一起的命令行程序将此类文件转换为二进制 .usd。

 
 
 

USD Basics with Solaris _ 7 _ Similar File Types

Lessons and Project Files: sidefx.com/tutorials/usd-basics-with-solaris/
USD files can be thought of as similar to the intermediary scene description files that are created by renderers. Some of these are: .ifd for Mantra, .rib for RenderMan, and .ass for Arnold. These files define everything in a scene, similarly to how USD does. However, USD can be used by multiple renderers/DCCs to share data.
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课程和项目文件:sidefx.com/tutorials/usd-basics-with-solaris/
USD 文件可以被认为类似于由渲染器创建的中间场景描述文件。其中一些是:用于 Mantra 的 .ifd、用于 RenderMan 的 .rib 和用于 Arnold 的 .ass。这些文件定义场景中的所有内容,类似于 USD 的做法。但是,多个渲染器/DCC 可以使用 USD 来共享数据。

 
 
 

USD Basics with Solaris _ 8 _ The Scene Graph Tree Pane

Lessons and Project Files: sidefx.com/tutorials/usd-basics-with-solaris/
The Scene Graph Tree shows us what primitives are loaded onto our “stage”. This interface design/layout is taken from USDView, the default viewer bundled with USD distributions. In this chapter we’ll see that “primitives” are represented by a line in the SGT, and that the two most basic types are “Scope” & “Xform”.
谷歌翻译:
课程和项目文件:sidefx.com/tutorials/usd-basics-with-solaris/
场景图树向我们展示了哪些图元被加载到我们的“舞台”上。此界面设计/布局取自 USDView,它是与 USD 发行版捆绑在一起的默认查看器。在本章中,我们将看到“原语”在 SGT 中用一条线表示,并且两个最基本的类型是“Scope”和“Xform”。

 
 
 

USD Basics with Solaris _ 9 _ The Scene Graph Details Pane

Lessons and Project Files: sidefx.com/tutorials/usd-basics-with-solaris/
This pane can be thought of as similar to the Geometry Spreadsheet pane when working in SOPs. The Scene Graph Details pane shows us what values and attributes are written to the primitives on the “stage”.
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课程和项目文件:sidefx.com/tutorials/usd-basics-with-solaris/
在 SOP 中工作时,可以将此窗格视为类似于几何电子表格窗格。 Scene Graph Details 窗格向我们展示了哪些值和属性被写入“舞台”上的图元。

 
 
 

USD Basics with Solaris _ 10 _ Primitive Terminology

Lessons and Project Files: sidefx.com/tutorials/usd-basics-with-solaris/
There are some specific terms surrounding USD primitives that can cause confusion. Learn about three of these terms: leaf primitive, type, and kind. This discussion will create a more robust understanding of USD, and allow you to discuss USD with more confidence.
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课程和项目文件:sidefx.com/tutorials/usd-basics-with-solaris/
围绕 USD 基元的一些特定术语可能会引起混淆。了解其中三个术语:原始叶、类型和种类。此讨论将使您对美元有更深入的了解,并让您更有信心地讨论美元。

 
 
 

USD Basics with Solaris _ 11 _ Color Meanings

Lessons and Project Files: sidefx.com/tutorials/usd-basics-with-solaris/
The various color labels used in the Scene Graph Tree and the Scene Graph Details give you further insight into the types of data that are on the “stage” or written to primitives. There are actually two built in keys that you can use to understand these labels better, and as a reference for where to look to be reminded in the future.
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课程和项目文件:sidefx.com/tutorials/usd-basics-with-solaris/
场景图树和场景图详细信息中使用的各种颜色标签可让您进一步了解“舞台”上或写入基元的数据类型。实际上有两个内置键,您可以使用它们更好地理解这些标签,并作为将来需要提醒的地方的参考。

 
 
 

USD Basics with Solaris _ 12 _ Viewport Manipulation

Lessons and Project Files: sidefx.com/tutorials/usd-basics-with-solaris/
The viewport in Solaris is designed for making transform edits similar to what you see with Object Nodes, however you cannot make point/edge/poly edits in the Solaris viewport. One helpful shortcut is to access bound materials through the viewport.
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课程和项目文件:sidefx.com/tutorials/usd-basics-with-solaris/
Solaris 中的视口旨在进行类似于您在对象节点中看到的变换编辑,但是您不能在 Solaris 视口中进行点/边/多边形编辑。一种有用的快捷方式是通过视口访问绑定的材料。

 
 
 

USD Basics with Solaris _ 13 _ Collections & Selection Sets

Lessons and Project Files: sidefx.com/tutorials/usd-basics-with-solaris/
Collections are a group of primitives that are added to the Scene Graph Tree for easy recall and the ability for that collection to be shared downstream via USD. Selection sets are unique to Houdini and are saved in the .hip file.
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课程和项目文件:sidefx.com/tutorials/usd-basics-with-solaris/
集合是一组添加到场景图树中的基元,以便于调用并能够通过 USD 向下游共享该集合。选择集是 Houdini 独有的,保存在 .hip 文件中。

 
 
 

USD Basics with Solaris _ 14 _ Primitive Matching Patterns

Lessons and Project Files: sidefx.com/tutorials/usd-basics-with-solaris/
Instead of directly selecting a primitive in the SGT, you can use a pattern matching syntax search through the Scene Graph Tree and find primitives that match your query. In this way you are able to make procedural changes to your scene.
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课程和项目文件:sidefx.com/tutorials/usd-basics-with-solaris/
您可以通过场景图树使用模式匹配语法搜索并找到与您的查询匹配的图元,而不是直接在 SGT 中选择图元。通过这种方式,您可以对场景进行程序更改。

 
 
 

USD Basics with Solaris _ 15 _ Scene Import

Lessons and Project Files: sidefx.com/tutorials/usd-basics-with-solaris/
The Scene Import LOP is a quick way to bring the entire “/obj” context onto the stage. You can use object filtering to include or exclude specific objects. There are a few “Scene Import” variations in the TAB menu that can quickly bring in all objects, cameras, lights, or materials.
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课程和项目文件:sidefx.com/tutorials/usd-basics-with-solaris/
场景导入 LOP 是一种将整个“/obj”上下文带到舞台上的快速方法。您可以使用对象过滤来包括或排除特定对象。 TAB 菜单中有一些“场景导入”变体,可以快速导入所有对象、相机、灯光或材质。

 
 
 

USD Basics with Solaris _ 16 _ SOP Import

Lessons and Project Files: sidefx.com/tutorials/usd-basics-with-solaris/
The SOP Import LOP is a way to load geometry onto the stage from a specific location in SOPs. This method has limited support for material importing, and is primarily a geometry import method.
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课程和项目文件:sidefx.com/tutorials/usd-basics-with-solaris/
SOP 导入 LOP 是一种将几何图形从 SOP 中的特定位置加载到舞台上的方法。该方法对材质导入支持有限,主要是几何导入方式。

 
 
 

USD Basics with Solaris _ 17 _ SOP Create

Lessons and Project Files: sidefx.com/tutorials/usd-basics-with-solaris/
The SOP Create LOP is a way to create geometry directly on the stage. The node contains a SOP network internally and can be used to create anything you are able to in SOPs.
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课程和项目文件:sidefx.com/tutorials/usd-basics-with-solaris/
SOP Create LOP 是一种直接在舞台上创建几何体的方法。该节点内部包含一个 SOP 网络,可用于创建您在 SOP 中可以创建的任何内容。

 
 
 

USD Basics with Solaris _ 18 _ Writing USD to Disk

Lessons and Project Files: sidefx.com/tutorials/usd-basics-with-solaris/
The USD ROP is how you can export USD files from the stage. USD At this point you will only mention static scenes, but further courses in this series will touch on animation.
谷歌翻译:
课程和项目文件:sidefx.com/tutorials/usd-basics-with-solaris/
USD ROP 是您从舞台导出 USD 文件的方式。 USD 此时您只会提到静态场景,但本系列的后续课程将涉及动画。

 
 
 

USD Basics with Solaris _ 19 _ Import and Render with Karma

Lessons and Project Files: sidefx.com/tutorials/usd-basics-with-solaris/
If you have a scene setup in the Object context, it is relatively simple to use the tools we’ve gone over to import our scene to Solaris and use Karma as a renderer. As of Houdini 19.5, when placing a Karma node you are given a “Karma Render Settings” and “USD Render ROP” node.
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课程和项目文件:sidefx.com/tutorials/usd-basics-with-solaris/
如果您在对象上下文中设置了场景,则使用我们介绍的工具将场景导入 Solaris 并使用 Karma 作为渲染器会相对简单。从 Houdini 19.5 开始,在放置 Karma 节点时,您会得到一个“Karma Render Settings”和“USD Render ROP”节点。

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