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usdat

usdat is a USD file format plugin created at DreamWorks Animation to add flexibility to our USD pipeline. usdat is USD-ascii with templates.

File Format

examples/triangle.usdat

#usdat 1.0
(
    defaultPrim = "triangle"
)
def Mesh "triangle"
{
  int[] faceVertexCounts = [3]
  int[] faceVertexIndices = [0, 1, 2]
  point3f[] points = [(1, 0, 0), (0, 1, 0), (-1, 0, 0)] (
    interpolation = "vertex"
  )
  custom string phrase = "${phrase}"
  custom string primaryColor = "${color}"
}

usdat is identical to usda in almost every way, and uses the same SdfTextFileFormat library that usda uses to process the file. There are two notable differences:

  • The magic cookie at the start of the file for for usdat is #usdat 1.0
  • Templates using the syntax ${keyword} can be replaced using FileFormatArguments passed to the layer before the file is parsed by SdfTextFileFormat.

Example Usage

examples/shot.usd

#usda 1.0
def Scope "Scene"
{
    def "triangle_hello" (
        append references=@./triangle.usdat:SDF_FORMAT_ARGS:phrase=hello&color=red@
    )
    {
    }
    def "triangle_goodbye" (
        append references=@./triangle.usdat:SDF_FORMAT_ARGS:phrase=goodbye&color=blue@
    )
    {
    }
    def "triangle_template" (
        append references=@./triangle.usdat@
    )
    {
    }
}

shot.usd references triangle.usdat three times, twice providing different FileFormatArguments, and once providing no FileFormatArguments. In usdview, you can see that the attribute values of phrase and displayString are different for each triangle instance created by referencing triangle.usdat.

def "triangle_hello" (
    append references=@./triangle.usdat:SDF_FORMAT_ARGS:phrase=hello&color=red@
)
{
}

triangle_hello in usdview

def "triangle_goodbye" (
    append references=@./triangle.usdat:SDF_FORMAT_ARGS:phrase=goodbye&color=blue@
)
{
}

triangle_goodbye in usdview

When no FileFormatArguments are provided for a keyword, the template is preserved in the file.

def "triangle_template" (
    append references=@./triangle.usdat@
)
{
}

triangle_template in usdview

Usage in production

usdat allows you to define a common template layer for an asset that allows properties and references for that asset to be defined at asset install time as part of the reference to that asset when it is added to a shot, rather than using a separate composition arc like an override or a variant. An example use case would be storing geometry caches on disk using the asset instance name as installed in the shot. Suppose you define a character asset named "vikingA". Its USD definition might include a payload to the geometry cache, like this:

def Scope "Geometry"
{
    def "skin" (
       prepend payload = @/path/to/library/models/vikingA.usdc@</skin>
    )
    {
    }
}

But suppose you have a stage with two vikings, Jonas and Ulrich....

def Scope "Scene"
{
    def Scope "Characters"
    {
        def "jonas" (
           prepend references = @/path/to/assets/vikingA.usd@
        )
        {
        }
        def "ulrich" (
           prepend references = @/path/to/assets/vikingA.usd@
        )
        {
        }
    }
}

...and their geometry caches are stored by instance name...

/path/to/shot_200_5/models/jonas.usdc
/path/to/shot_200_5/models/ulrich.usdc

Conventionally, your stage would need to override the geometry cache path, or select it with a variantSet, or perhaps leverage a specialized asset resolver. Using usdat, you could define the vikingA asset like this...

def Scope "Geometry"
{
    def "skin" (
       prepend payload = @/path/to/${model_location}/models/${asset_name}.usdc@</skin>
    )
    {
    }
}

And then build your stage like this...

def Scope "Scene"
{
    def Scope "Characters"
    {
        def "jonas" (
           prepend references = @/path/to/assets/vikingA.usdat:SDF_FORMAT_ARGS:model_location=shot_200_5&asset_name=jonas@
        )
        {
        }
        def "ulrich" (
           prepend references = @/path/to/assets/vikingA.usdat:SDF_FORMAT_ARGS:model_location=shot_200_5&asset_name=ulrich@
        )
        {
        }
    }
}

...and the resulting layers would automatically use the correct geometry caches for the shot and the asset instance name.

Considerations

usdat has the same limitations and downsides as usda, plus a few more:

  • File parsing happens twice, with usdat adding a regex-replace pass before invoking the usda parser. This will add time to stage composition.
  • Each usdat layer with unique FileFormat arguments is stored and treated as a unique layer in USD, rather than a single layer that can be shared across composition. This may have disastrous consequences for overall layer count on a stage if usdat is not used judiciously.

usdat can add power, simplicity, and flexibility to a production pipeline, but it must be paired with careful USD asset design in order to achieve the best results.