USD workflow status in blender

@Bernardo
Just before I begin, the tool cannot merge collections.
Think of collections like parent groups of blender data, they can be made up of geo, rigs and other collections amoung things.

In the context of this tool, I use collections to organise my scene like the screenshots below (Mostly cause i’m a Katana fan boy and love working from “root” lol). The sceneInput node calls a collection and uses that as the source of the search for setting the attributes. For example. If you have a scene structured like the screenshot below, you can declare in the sceneInput node that the following nodes should only set attributes below the declared collection. If I set chrMum then only matched components will have attributes declared.
scene

What I usually do is structure all of my scenes like the screenshot above and then in the Rendering Tool I just declare “root” as my sceneInput collection. That way everything in my scene is ready to have attributes set on it.

I then set the tree as follows below and create renderLayers just using the tab menu.

There’s also docs here if you want to look into it all further, I go into a fair amount of depth there as well https://drive.google.com/file/d/1XmHfU3GTJfZI-jNJ7xUurq4dB4oLjfgA/view

Thanks mate, let me know how you go. It might be worth responding in the tool
thread just in case this breaks any forum rules :slight_smile:

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yes, I’ll move next talks about your tool to the right thread from now on! Thanks for the detailed explanation!

Hi. Does anyone know how to export animated instances in Point Instancer? It exports normally if it’s static, but if I select the animated option, each instance is exported as a separate instance object.

edit: When exporting using collections and re-importing for testing, the animation appears to be resource-intensive, laggy, and consumes a lot of memory. However, if I export using the export operator, the animation is lightweight and memory consumption is low. Even so, it still exports each instance as a single instance and not within the point instancer.

Blender’s USD support is improving, but it’s not as complete as Solaris yet. You can import/export USD and use it for scene organization, but full USD-based workflows are still developing. It’s progressing steadily.

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hello! Just a heads up: while it’s not exactly USD related, I built a node based scene assembler for blender. The concept is similar, but it uses traditional blender internal data. I thought that people interested in a USD pipeline might also be intersted in something like this.

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