USD and materialX


Has anyone here used USD in a midsized company?
I’m a bit put off by its complexity. We use python dicts stored in jsons to transfer scene layouts across departments which works rather fine with only 1 or 2 thousand lines of python code around it. No need for c plugins with custom draw shapes that don’t work with Mayas latest openGl technique.



Indeed an interesting question. The layering approach is quite nice, but the whole system seems complicated. I ask myself how it works togehter with Maya’s referencing system.


as far as i know does USD work with scene assembly…


I hope not … from my experience scene assembly is even more fragile than file referencing and doesn’t support some of the useful stuff like shader overrides if I remember correctly. I tried it once here on a project and will probably never use again. It also seems dead in Autodesks development.


there is an article about the USD plugin from AnimalLogic…

and some slides of the materialX presentation at siggraph…


two new videos jumped out for the USD plugin from AnimalLogic…



the shaderX whitepaper is now online…

more infos on the materialX google group…!topic/materialx/ZHXl-B68Dt0


ShaderX? Isn’t that what osl was supposed to do?
Fun fact too is that USD will not support MaterialX but has its own USDshade.

This reminds me of this:


nope materiaX, shaderX and lookdevX are using OSL or other shading languages to send the final data to the render…
its more for managing shaders, textures and lights in the scene… its a shading creation network that does work across diffrent DCC aps…

USD will support both…


[quote=]we’re hoping that we’re getting this out there early enough that DCC’s will consider authoring (or converting) directly to USD if they want to export shading, whether it be mtlx-compliant or not.[/quote]I read that thread. But in my opinion, even though they will allow you to import mtlx files, they clearly want to replace MaterialX with their own system. You can import mtlx, but not export it, which beats mtlxs purpose of being an universal interchange format. So why not go USD all the way and skip the MaterialX part.


cause we dont use USD files…
and USD feels very renderman centric… :wink:

and i assume maya will support matX native…


Okay so we have four or six new “standards” that are all basically competing, attempting to unify shading across platforms - by doing the exact opposite.

Yeah, this stuff is just silly.


i see only two and they try to solve two diffrent things in the shading…

USDshade is the build in solution and does move shading around in USD renderman land…
USDshade does fit the needs for pixar…

and materialX is is a shading creation and managing platform… wich does not need USD… but can replace USDshade if you wish…
mX does fit the needs for ilm…

both are created by the mothership disney…


New 1.36 specs are now online…


Good overview video from Animal Logic about there USD workflow.



an other video from Animal Logic.



if someone is at Siggraph there will be a talk about matX…

[quote=]As mentioned before, we will be holding a MaterialX Birds-of-a-Feather session at Siggraph 2018 in Vancouver, BC:

[b]MaterialX: An Open Standard for Network-Based CG Object Looks[/b]
Monday August 13, 10:30am-12:00noon
Pan Pacific Hotel, Pacific Rim 2 room

Here is a list of who will be speaking, and about what:
• Doug Smythe, Industrial Light & Magic: “MaterialX: What’s New in v1.36”
• Jonathan Stone, Lucasfilm Advanced Development Group: “MaterialX in Production at Lucasfilm (2018)” and "MaterialX Open Source "
• Guido Quaroni, Pixar: “USD and MaterialX”
• Davide Pesare, Allegorithmic Labs: “MaterialX and Substance”
• Örn Gunnarsson, Autodesk: “MaterialX @ Autodesk”
• Henrik Edström, Autodesk: “MaterialX in Architecture & Design”
Hope to see you there![/quote]


RodeoFX opensourced its inhouse USD plugin Walter for maya.



Now this looks interesting. The first implementation that seems useful out-of-the box without the help of an in-house programming department. They even provide binaries for linux. Cool. I will definitely play with that.
But I wonder if Autodesk will implement some USD or MaterialX stuff natively in Maya2019, more aimed at a general audience and not so studio specific.

Edit: The walter standin can also load standard alembic files. So it’s useful even if you don’t use usd. It’s like gpuCache on speed, with attribute overrides, material assignments, hydra viewport rendering.



mate think u can recompile it for win?