This is a miniature version of one of the stages of a production pipeline, FX. Using one of the previously-created shot layouts, we will create some FX elements which will replace some static elements. Intro to LOPs tutorial 5 FX dept: FX layout This is a miniature version of one of the stages of a production pipeline, layout. Using the previously-created sequence layout, we will layout some assets in a scene, acting at the shot level. Intro to LOPs tutorial 4 Layout dept: Shot layout We will layout some assets in a scene, acting at the sequence level. Intro to LOPs tutorial 3 Layout dept: Sequence layout This is a miniature version of one of the early stages of a production pipeline, asset creation. Intro to LOPs tutorial 2 Assets dept: AssemblyĬontinuing from the previous tutorial, we will assemble some assets into a bigger asset. In the first tutorial, you will be introduced to LOPs by importing as asset into the /stage context, setting up the materials for the asset, and then creating variants for the asset. Intro to LOPs tutorial 1 Assets dept: Build These are the tutorials that will walk us through a typical pipeline and how we might use LOPS/USD to do this. In this series of tutorials, we will be stepping through a (simplified) production pipeline department by department to see how LOPs can be used to aid in your production pipeline. These layering and muting abilities make USD/LOPs an incredibly powerful and useful pipeline tool. If the scene is too heavy, they can “mute,” for example, the FX layer until the lighting is finalized. Now they can move the lights around and add new lights to customize the scene. They can “mute” all temp lights, and/or “unmute” the sequence lighting. ![]() Nothing is ever destroyed in USD (as it may be used by other departments or processes).įinally, lighting gets the scene. Again, if an artist wants to see the scene without the FX layer, they can “mute” it. In the composed stage, (the result of layering the FX changes onto the existing USD stage), the FX layer is stronger than the previous layers, and will layer “over” the existing prims (USD/LOPs speak for objects). Once modified, they will publish their results as a USD layer. The FX department will prune out the parts of the scene they need to modify. ![]() If we want to, we can “mute” the animation layer and see the scene without the character animation.Īfter this, let’s say the shot goes to FX. Thus the scene is non-destructively modified. In this case, the animation will be layered into the existing scene, (“stage” in USD/LOPs speak). Now we want the animated characters to replace the still characters the layout department put in place. ![]() Next, for an individual shot, an animator will load the approved layout, and animate the characters. We also want the layout department to render these blocked-out scenes with sequence lighting and the tracked camera for dailies and approvals. Let’s also say the layout department puts un-animated characters in the scene as blocking. The layout department will load these assets in a sequence layout, and then modify this layout for individual shot layouts. ![]() Most large studios have a pipeline that tries to non-destructively layer accumulated changes from contributing departments to create a final result.įor example, the assets department will create assets for an entire project. In this series of tutorials, we are going to go through a typical production pipeline using LOPs.
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