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Allow disabling building CLI tools #1048
Allow disabling building CLI tools #1048
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When building Blender with USD support, we don't want to include the USD CLI tools. This commit adds a CMake option `PXR_BUILD_USD_TOOLS` to disable building these tools. By default this is option is ON.
- USD is now built as monolithic library, instead of 25 smaller libraries. We were linking all of them as 'whole archive' anyway, so this doesn't affect the final file size. It does, however, make life easier with respect to linking order, and handling upstream changes. - The JSON files required by USD are installed into bin/usd; they are required on every platform. - USD is patched so that it finds the aforementioned JSON files in a path relative to the running executable. When left unpatched, the only way to influence the search path for those files is to set an environment variable BEFORE Blender starts (USD uses static initialisers, so by the time the USD exporter runs, it has already unsuccessfully tried loading the JSON files, and won't re-investigate that environment variable ever again). - USD is patched to have a `PXR_BUILD_USD_TOOLS` CMake option to disable building the tools in its `bin` directory. This is sent as a pull request at PixarAnimationStudios/OpenUSD#1048
- USD is now built as monolithic library, instead of 25 smaller libraries. We were linking all of them as 'whole archive' anyway, so this doesn't affect the final file size. It does, however, make life easier with respect to linking order, and handling upstream changes. - The JSON files required by USD are installed into bin/usd; they are required on every platform. - USD is patched so that it finds the aforementioned JSON files in a path relative to the running executable. When left unpatched, the only way to influence the search path for those files is to set an environment variable BEFORE Blender starts (USD uses static initialisers, so by the time the USD exporter runs, it has already unsuccessfully tried loading the JSON files, and won't re-investigate that environment variable ever again). - USD is patched to have a `PXR_BUILD_USD_TOOLS` CMake option to disable building the tools in its `bin` directory. This is sent as a pull request at PixarAnimationStudios/OpenUSD#1048
Filed as internal issue #USD-5726 |
- USD is now built as monolithic library, instead of 25 smaller libraries. We were linking all of them as 'whole archive' anyway, so this doesn't affect the final file size. It does, however, make life easier with respect to linking order, and handling upstream changes. - The JSON files required by USD are installed into bin/usd; they are required on every platform. - USD is patched so that it finds the aforementioned JSON files in a path relative to the running executable. When left unpatched, the only way to influence the search path for those files is to set an environment variable BEFORE Blender starts (USD uses static initialisers, so by the time the USD exporter runs, it has already unsuccessfully tried loading the JSON files, and won't re-investigate that environment variable ever again). - USD is patched to have a `PXR_BUILD_USD_TOOLS` CMake option to disable building the tools in its `bin` directory. This is sent as a pull request at PixarAnimationStudios/OpenUSD#1048
This commit introduces the first version of an exporter to Pixar's Universal Scene Description (USD) format. Reviewed By: sergey, LazyDodo Differential Revision: https://developer.blender.org/D6287 - The USD libraries are built by `make deps`, but not yet built by install_deps.sh. - Only experimental support for instancing; by default all duplicated objects are made real in the USD file. This is fine for exporting a linked-in posed character, not so much for thousands of pebbles etc. - The way materials and UV coordinates and Normals are exported is going to change soon. - This patch contains LazyDodo's fixes for building on Windows in D5359. == Meshes == USD seems to support neither per-material nor per-face-group double-sidedness, so we just use the flag from the first non-empty material slot. If there is no material we default to double-sidedness. Each UV map is stored on the mesh in a separate primvar. Materials can refer to these UV maps, but this is not yet exported by Blender. The primvar name is the same as the UV Map name. This is to allow the standard name "st" for texture coordinates by naming the UV Map as such, without having to guess which UV Map is the "standard" one. Face-varying mesh normals are written to USD. When the mesh has custom loop normals those are written. Otherwise the poly flag `ME_SMOOTH` is inspected to determine the normals. The UV maps and mesh normals take up a significant amount of space, so exporting them is optional. They're still enabled by default, though. For comparison: a shot of Spring (03_035_A) is 1.2 GiB when exported with UVs and normals, and 262 MiB without. We probably have room for optimisation of written UVs and normals. The mesh subdivision scheme isn't using the default value 'Catmull Clark', but uses 'None', indicating we're exporting a polygonal mesh. This is necessary for USD to understand our normals; otherwise the mesh is always rendered smooth. In the future we may want to expose this choice of subdivision scheme to the user, or auto-detect it when we actually support exporting pre-subdivision meshes. A possible optimisation could be to inspect whether all polygons are smooth or flat, and mark the USD mesh as such. This can be added when needed. == Animation == Mesh and transform animation are now written when passing `animation=True` to the export operator. There is no inspection of whether an object is actually animated or not; USD can handle deduplication of static values for us. The administration of which timecode to use for the export is left to the file-format-specific concrete subclasses of `AbstractHierarchyIterator`; the abstract iterator itself doesn't know anything about the passage of time. This will allow subclasses for the frame-based USD format and time-based Alembic format. == Support for simple preview materials == Very simple versions of the materials are now exported, using only the viewport diffuse RGB, metallic, and roughness. When there are multiple materials, the mesh faces are stored as geometry subset and each material is assigned to the appropriate subset. If there is only one material this is skipped. The first material if any) is always applied to the mesh itself (regardless of the existence of geometry subsets), because the Hydra viewport doesn't support materials on subsets. See PixarAnimationStudios/OpenUSD#542 for more info. Note that the geometry subsets are not yet time-sampled, so it may break when an animated mesh changes topology. Materials are exported as a flat list under a top-level '/_materials' namespace. This inhibits instancing of the objects using those materials, so this is subject to change. == Hair == Only the parent strands are exported, and only with a constant colour. No UV coordinates, no information about the normals. == Camera == Only perspective cameras are supported for now. == Particles == Particles are only written when they are alive, which means that they are always visible (there is currently no code that deals with marking them as invisible outside their lifespan). Particle-system-instanced objects are exported by suffixing the object name with the particle's persistent ID, giving each particle XForm a unique name. == Instancing/referencing == This exporter has experimental support for instancing/referencing. Dupli-object meshes are now written to USD as references to the original mesh. This is still very limited in correctness, as there are issues referencing to materials from a referenced mesh. I am still committing this, as it gives us a place to start when continuing the quest for proper instancing in USD. == Lights == USD does not directly support spot lights, so those aren't exported yet. It's possible to add this in the future via the UsdLuxShapingAPI. The units used for the light intensity are also still a bit of a mystery. == Fluid vertex velocities == Currently only fluid simulations (not meshes in general) have explicit vertex velocities. This is the most important case for exporting velocities, though, as the baked mesh changes topology all the time, and thus computing the velocities at import time in a post-processing step is hard. == The Building Process == - USD is built as monolithic library, instead of 25 smaller libraries. We were linking all of them as 'whole archive' anyway, so this doesn't affect the final file size. It does, however, make life easier with respect to linking order, and handling upstream changes. - The JSON files required by USD are installed into datafiles/usd; they are required on every platform. Set the `PXR_PATH_DEBUG` to any value to have the USD library print the paths it uses to find those files. - USD is patched so that it finds the aforementioned JSON files in a path that we pass to it from Blender. - USD is patched to have a `PXR_BUILD_USD_TOOLS` CMake option to disable building the tools in its `bin` directory. This is sent as a pull request at PixarAnimationStudios/OpenUSD#1048
Thanks for the PR @sybrenstuvel -- I don't have a record of a CLA from you, would you mind sending one in? The instructions are at the top of this page: http://graphics.pixar.com/usd/docs/Contributing-to-USD.html Thanks again! |
Done. |
Thank you so much @sybrenstuvel -- we'll try to get it merged in soon! |
Also minor note for the future, please target the dev branch -- no worries this time, we'll take care of it. |
We ran into some issues when merging this PR in so we had to merge it manually. It's been committed to the repo as commit eed540e and will go out with the next release. Thanks! |
Released with v20.02, closing! |
When building Blender with USD support, we don't want to include the USD CLI tools.
Description of Change(s)
This commit adds a CMake option
PXR_BUILD_USD_TOOLS
to disable building CLI tools. By default this is option is ON.