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Merge branch 'develop' into substance_integration
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@ -106,6 +106,37 @@ or Deadlines **Draft Tile Assembler**.
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This is useful to fix some specific renderer glitches and advanced hacking of Maya Scene files. `Patch name` is label for patch for easier orientation.
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`Patch regex` is regex used to find line in file, after `Patch line` string is inserted. Note that you need to add line ending.
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## Load Plugins
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### Reference Loader
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#### Namespace and Group Name
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Here you can create your own custom naming for the reference loader.
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The custom naming is split into two parts: namespace and group name. If you don't set the namespace or the group name, an error will occur.
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Here's the different variables you can use:
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<div class="row markdown">
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<div class="col col--5 markdown">
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| Token | Description |
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|---|---|
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|`{asset_name}` | Asset name |
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|`{asset_type}` | Asset type |
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|`{subset}` | Subset name |
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|`{family}` | Subset family |
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</div>
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</div>
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The namespace field can contain a single group of '#' number tokens to indicate where the namespace's unique index should go. The amount of tokens defines the zero padding of the number, e.g ### turns into 001.
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Warning: Note that a namespace will always be prefixed with a _ if it starts with a digit.
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Example:
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### Extract GPU Cache
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@ -169,6 +200,17 @@ Most settings to override in the viewport are self explanatory and can be found
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These options are set on the camera shape when publishing the review. They correspond to attributes on the Maya camera shape node.
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## Include/exclude handles by task type
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You can include or exclude handles, globally or by task type.
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The "Include handles by default" defines whether by default handles are included. Additionally you can add a per task type override whether you want to include or exclude handles.
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For example, in this image you can see that handles are included by default in all task types, except for the 'Lighting' task, where the toggle is disabled.
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And here you can see that the handles are disabled by default, except in 'Animation' task where it's enabled.
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## Custom Menu
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You can add your custom tools menu into Maya by extending definitions in **Maya -> Scripts Menu Definition**.
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@ -14,20 +14,29 @@ sidebar_label: Houdini
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- [Library Loader](artist_tools_library-loader)
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## Publishing Alembic Cameras
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You can publish baked camera in Alembic format. Select your camera and go **OpenPype -> Create** and select **Camera (abc)**.
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You can publish baked camera in Alembic format.
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Select your camera and go **OpenPype -> Create** and select **Camera (abc)**.
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This will create Alembic ROP in **out** with path and frame range already set. This node will have a name you've
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assigned in the **Creator** menu. For example if you name the subset `Default`, output Alembic Driver will be named
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`cameraDefault`. After that, you can **OpenPype -> Publish** and after some validations your camera will be published
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to `abc` file.
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## Publishing Composites - Image Sequences
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You can publish image sequence directly from Houdini. You can use any `cop` network you have and publish image
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sequence generated from it. For example I've created simple **cop** graph to generate some noise:
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You can publish image sequences directly from Houdini's image COP networks.
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You can use any COP node and publish the image sequence generated from it. For example this simple graph to generate some noise:
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If I want to publish it, I'll select node I like - in this case `radialblur1` and go **OpenPype -> Create** and
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select **Composite (Image Sequence)**. This will create `/out/imagesequenceNoise` Composite ROP (I've named my subset
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*Noise*) with frame range set. When you hit **Publish** it will render image sequence from selected node.
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To publish the output of the `radialblur1` go to **OpenPype -> Create** and
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select **Composite (Image Sequence)**. If you name the variant *Noise* this will create the `/out/imagesequenceNoise` Composite ROP with the frame range set.
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When you hit **Publish** it will render image sequence from selected node.
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:::info Use selection
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With *Use selection* is enabled on create the node you have selected when creating will be the node used for published. (It set the Composite ROP node's COP path to it). If you don't do this you'll have to manually set the path as needed on e.g. `/out/imagesequenceNoise` to ensure it outputs what you want.
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:::
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## Publishing Point Caches (alembic)
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Publishing point caches in alembic format is pretty straightforward, but it is by default enforcing better compatibility
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@ -46,6 +55,16 @@ you handle `path` attribute is up to you, this is just an example.*
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Now select the `output0` node and go **OpenPype -> Create** and select **Point Cache**. It will create
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Alembic ROP `/out/pointcacheStrange`
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## Publishing Reviews (OpenGL)
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To generate a review output from Houdini you need to create a **review** instance.
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Go to **OpenPype -> Create** and select **Review**.
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On create, with the **Use Selection** checkbox enabled it will set up the first
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camera found in your selection as the camera for the OpenGL ROP node and other
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non-cameras are set in **Force Objects**. It will then render those even if
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their display flag is disabled in your scene.
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## Redshift
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:::note Work in progress
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BIN
website/docs/assets/houdini_review_create_attrs.png
Normal file
BIN
website/docs/assets/houdini_review_create_attrs.png
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After Width: | Height: | Size: 36 KiB |
BIN
website/docs/assets/maya-admin_custom_namespace.png
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BIN
website/docs/assets/maya-admin_custom_namespace.png
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After Width: | Height: | Size: 13 KiB |
BIN
website/docs/assets/maya-admin_exclude_handles.png
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BIN
website/docs/assets/maya-admin_exclude_handles.png
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After Width: | Height: | Size: 12 KiB |
BIN
website/docs/assets/maya-admin_include_handles.png
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BIN
website/docs/assets/maya-admin_include_handles.png
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After Width: | Height: | Size: 12 KiB |
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@ -255,7 +255,7 @@ suffix is **"client"** then the final suffix is **"h264_client"**.
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| resolution_height | Resolution height. |
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| fps | Fps of an output. |
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| timecode | Timecode by frame start and fps. |
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| focalLength | **Only available in Maya**<br /><br />Camera focal length per frame. Use syntax `{focalLength:.2f}` for decimal truncating. Eg. `35.234985` with `{focalLength:.2f}` would produce `35.23`, whereas `{focalLength:.0f}` would produce `35`. |
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| focalLength | **Only available in Maya and Houdini**<br /><br />Camera focal length per frame. Use syntax `{focalLength:.2f}` for decimal truncating. Eg. `35.234985` with `{focalLength:.2f}` would produce `35.23`, whereas `{focalLength:.0f}` would produce `35`. |
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:::warning
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`timecode` is a specific key that can be **only at the end of content**. (`"BOTTOM_RIGHT": "TC: {timecode}"`)
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@ -304,7 +304,7 @@ If source representation has suffix **"h264"** and burnin suffix is **"client"**
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| resolution_height | Resolution height. |
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| fps | Fps of an output. |
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| timecode | Timecode by frame start and fps. |
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| focalLength | **Only available in Maya**<br /><br />Camera focal length per frame. Use syntax `{focalLength:.2f}` for decimal truncating. Eg. `35.234985` with `{focalLength:.2f}` would produce `35.23`, whereas `{focalLength:.0f}` would produce `35`. |
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| focalLength | **Only available in Maya and Houdini**<br /><br />Camera focal length per frame. Use syntax `{focalLength:.2f}` for decimal truncating. Eg. `35.234985` with `{focalLength:.2f}` would produce `35.23`, whereas `{focalLength:.0f}` would produce `35`. |
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:::warning
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`timecode` is specific key that can be **only at the end of content**. (`"BOTTOM_RIGHT": "TC: {timecode}"`)
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