Added some features to the https://t.co/w5bNEEpFvi #openusd#hydra render delegate, and I thought... what if... it runs a simple stable diffusion model at the end of the progressions directly in usdview ? ๐
I decided to experiment with Gemini CLI and see how far it would go. I'm making an #openusd Hydra delegate with a pathtracer integrated, without touching any line of code. It's been an experience so far... not super straight forward but it's working.
https://t.co/w5bNEEpFvi
I've just opensourced an #OpenUSD FileFormat plugin I had to be able to load USD data from PNG metadata... useful ? dunno... but it's here if you want. Compiled on Windows for usd-25.08 and #houdini 21.0.481
https://t.co/CZcwVs4qGc
WORLD-FIRST ๐ฅ
Neytiri is ready to strike in the exclusive first still from #Avatar: Fire And Ash.
Zoe Saldaรฑaโs warrior is reeling from the death of her son Neteyam in the threequel. โThat pain is seamlessly followed up on,โ she tells Empire. โSheโs going to question everything.โ
READ MORE: https://t.co/qsm4wzOk6I
Happy new year! The release candidate for OpenUSD 25.02 is now available on GitHub under the v25.02-rc1 tag.
25.02 is scheduled for release next Tuesday, January 21st. Please check the CHANGELOG to see what's new in this release!
https://t.co/VYEn8la8B1
How long would it take me to actually paint all the splats manually ?! eheh... who knows... but it's fun adding instances to a PointInstancer with a "splat" asset-prototype #openusd
Another go at testing #LODs in my #OpenUSD GameEngine SceneIndex #Hydra plugin.
This time I used a more realistic usecase, with procedurally generated buildings with each cell having LODs, to allow for a more granular lod-switch for the whole building.
https://t.co/8FseknNCTj
Removed my custom locators/widgets and just added #ImGuizmo and it's been quite straightforward, nice!
Now I can move around those #openusd prims with auto-keyframing for now...
https://t.co/Dpcm9e3whh
Back to my standalone #openusd based app, now loading Caldera-set with hero-variants in a CPU based renderer (prman here), looping over all cameras from the set.
This is a restructured-version of the original set, to make sure prototypes are shared.
https://t.co/gvXjF47Kd4
Another video about streaming, now between 2 #solaris sessions.
Aside from the slow playback on the right (buffering a lot and slow), this shows you that being in #hydra means that the subscriber's #openusd stage doesn't change, as all the edits are just in hydra.
I've been asked about this "gameengine" in #hydra and what that means.
Not easy via a twitter/x post obviously, but I've prepared a few images to explain it as best as I can here ๐
It's all about #openusd and #hydra being the common languages across hosts/dccs/renders (1)