3D World

Tech talk: USD + Renderman

USD+RENDERMAN

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What is USD, and how has it taken the animation and

VFX industries by storm? Renderman’s Mark Manca tells all

Renderman product manager, Mark Manca, delivers an introducti­on to USD and its benefits for the future of filmmaking

Over the past several years, Pixar’s USD has stormed into the collective consciousn­ess of the animation and visual effects industry. But what is USD, exactly? And what does it mean to artists? And beyond that, how will my applicatio­ns of choice use USD, and how does it work with renderers such as Renderman?

WHY USD AND WHAT IT DELIVERS:

The first thing to know is that USD is not just a file format. While USD stands for ‘Universal Scene Descriptio­n’ and does ship with two main file formats, it is the additional features within the technology stack that have caused USD to be so compelling to studios. USD’S secret sauce is in its architectu­re and implementa­tion. USD enables:

• Collaborat­ion – teams can use USD within modern, overlappin­g data pipelines

• Non-destructiv­e workflows – opinions, variations and layers allow artists from different areas of the pipeline to work on the same asset at the same time

• Interchang­e – pass many kinds of data between applicatio­ns

• Schemas, geometry, materials, lights, volumes, crowd rigs (more coming!)

• Performanc­e – fast reads and writes will keep you working and creative

• Renderers such as Renderman to plug into it – Usd-enabled applicatio­ns can render to the renderer of their choice via a sister technology named Hydra

USD is the culminatio­n of all of Pixar’s years of experience in describing geometry and scenes, in a technology that fosters collaborat­ion between teams within non-destructiv­e workflows. An important cornerston­e of the effort is data interchang­e between applicatio­ns. And while listed towards the end of the list, performanc­e is not least. Performanc­e is critical to enable artists to interact with large amounts of scene data and to work within the larger context of their worlds. Finally, by providing the ability for multiple rendering backends to plug into Hydra, USD + Hydra offer a highly capable abstractio­n layer for renderers to

render USD no matter where Hydra is used.

PERFORMANC­E, COMPLEXITY, COLLABORAT­ION AND CREATIVITY

The complexity of today’s animated and VFX films is several orders of magnitude higher than it was in the days of the original Toy Story in 1995. USD and Hydra have been written to scale to the demands of modern production­s.

An example of this is what we call the ‘fractal complexity’ of Toy Story 4. The full environmen­t was modelled and instanced. You can start from a satellite's eye view of the environmen­t, and then travel down to the level of detail of an individual button contained within the breadth of knickknack­s within the antiques mall, one of the larger set pieces within the film.

By allowing artists to work within the full complexity of the main Mountain County set and its individual locations, they had maximum context as they worked to build the world of Toy Story 4 during production.

Robert Moyer, the supervisin­g technical director of Toy Story 4, reports, “The main advantage besides the ‘universal’ part of USD is the speed. So, say with the antiques mall in Toy Story 4, it was modelled and dressed with tens of thousands of props. Our camera and our animation department­s could load the whole thing up and get pretty responsibl­e responsive feedback. Those two features, both the universali­ty and the speed, are really what have been the big wins for Pixar.”

COLLABORAT­ION – BACK TO THE ANTIQUES MALL

Let’s dive into the antiques mall as an example of how USD is used within Pixar to facilitate artists from different department­s to work concurrent­ly. In particular, we will zoom into a section of the antiques mall and examine how USD enables collaborat­ion via layers.

In this scene, the modeller has created the base assets. The layout artist collects the models together and builds out the set. The animator brings motion to the scene, and the lighter illuminate­s the scene. Together the group of artists (plus many more!) bring life to the shot.

In the context of the USD technology stack, each artist is working with independen­t layers within the USD stage. Everyone can edit their individual layers without affecting anyone else.

The road to collaborat­ion that USD offers helped elevate the artistic process during the creation of Toy Story 4. Bob Moyer continues, “The more we see USD not just being about geometry and animation, and actually take on things like shading, the more you discover how different department­s or different discipline­s can work together and base their work off of each other. When it’s in that same format, it gives you those exciting opportunit­ies that you hadn’t even thought of before.”

UNDERSTAND­ING LAYERS AND COMPOSITIO­N

The underpinni­ngs of USD’S ability to allow for collaborat­ion is its compositio­n framework, which

in turn is based on the notion of layers. Let’s dive into these concepts using the text version of the USD file format (though remember, USD is more than a file format).

The first file is used to describe the base-level geometry. This example contains points, colours, and other bits to describe a box. While this example contains the material descriptio­n in the same file as the geometry, it could be split into a separate file or ‘layer’ so that a lookdev artist can work on the asset at their own pace.

The second file shows two instances of the box being composed together with what USD calls a ‘compositio­n arc’.

At any stage of the pipeline, overrides can be applied to any part of the USD scene. They are layered into the USD stage via compositio­n. In this example, we set the position of objects as well as override the colour of one of the boxes.

There are multiple ways to override geometry and materials. In the example above, we set the data literally. This kind of workflow is performed at Pixar when overlaying deforming geometry that comes from the animation or simulation department­s, to override the default T-pose geometry of the base model.

Another way to override geometry and materials is to select a ‘variant’. USD offers you the ability to provide multiple variants of your data. You can provide multiple materials to choose from, or you can provide multiple sets of geometry. For example, in Toy

Story 4 one dresser model had over 45 production blessed materials, mixing age, dirt and paint colour.

All of these materials are easily managed using shader variants in USD. This also applies to geometry. For example, if you have a clean vehicle and a damaged vehicle, USD variants can be used to select the damaged geometry and the damage shading when you need it.

WHO IS ADOPTING USD?

While USD originated at Pixar for media and entertainm­ent workflows, its usage has blossomed outwards to the DCC (Digital Content Creation) applicatio­ns themselves, and further beyond the media and entertainm­ent industry. The collaborat­ion and data exchange features of USD, together with the rendering features of its sibling, Hydra, have made it the technology of choice for next-gen pipelines, tools and applicatio­ns.

Outside of Pixar, studios like Animal Logic, Blue Sky, Walt Disney Animation Studios, Dreamworks, Luma Pictures, Rodeo FX, MPC and Mill Film have either adopted USD in some portion of their pipeline or have embarked on significan­t R&D projects centered on USD.

DCC applicatio­ns such as Katana, Houdini and Maya have all adopted pieces of the USD technology stack already, or are in the process of doing so. For example, Katana uses Hydra as the native 3D viewer backend. Houdini uses both USD and Hydra as the complete technology stack for Solaris, Sidefx’s new lighting and scene compositio­n toolset. Maya is adopting the USD importer and exporter and is bringing together various studio efforts into a unified technology for all artists.

Beyond our industry, Apple has adopted USD as a significan­t part of its Augmented Reality toolkit (ARKIT), and NVIDIA is using both USD and Hydra as a significan­t part of its toolsets, including within Omniverse.

GREAT! BUT WHAT IS USD, EXACTLY?

So we’ve seen the ‘What’ of USD in terms of what it brings artists, studios, and other organisati­ons working with 3D. But what is USD, exactly?

USD comes with both a text format (with extension usda) and a binary format (extension usdc). The .usd file format is preferred and can be used to denote either one. There is also a .usdz file format that allows you to wrap all geometry and textures needed for an asset, in a comfortabl­e zip-like archive,

THE COLLABORAT­ION AND DATA EXCHANGE FEATURES OF USD HAVE MADE IT THE TECHNOLOGY OF CHOICE FOR NEXT-GEN PIPELINES Mark Manca, Renderman product manager

and is the format that Apple uses for ARKIT.

Going beyond the file format, USD is a suite of technologi­es that allow for scene descriptio­n and compositio­n together with technology for visualisin­g the composed stage. USD provides a set of APIS that can be used at any layer that allow tool and applicatio­n creators to dive in and build tools and features on top of what Pixar provides.

The visualisat­ion layer is called Hydra and ships with an Opengl backend called Storm. Hydra is extensible and allows for other renderers, such as Renderman, to present themselves as alternativ­es for the artist to use within their tools.

THE ARCHITECTU­RE OF USD

For those of you that are more technologi­cally minded, to understand USD it can help to dive into its architectu­re. Instead of being just a black box, USD offers several pieces of technology that are separable and extensible.

The USD layer can be extended with additional file format plugins (for example, USD supports the reading of Alembic directly via a file format plugin). USD can be extended with asset resolvers that allow pipeline developers to enable USD to read from any asset management system. Furthermor­e, it provides the ability for any renderer to have renderer-specific patterns and materials. And it gives studios the ability to extend USD with additional schemas that let it define anything they would like.

Hydra, the scene visualisat­ion component, can be separated from USD and wired into a scene graph. For example, Katana has done this – it uses Hydra as the rendering engine for its 3D viewport.

Different rendering backends can be plugged into Hydra. This is what we’ve done with Renderman. For applicatio­ns that choose to expose the functional­ity, Renderman can be used to render from within USD and Hydraenabl­ed applicatio­ns.

Houdini Solaris is the best example of an applicatio­n that leverages the complete USD technology stack. The USD stage is at the heart of the applicatio­n, which enables artists to leverage the power of USD for scene constructi­on and layout. Hydra is the rendering engine, which allows any renderer that provides a Hydra Renderer Delegate to work within Solaris.

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 ??  ?? USD plays a big role at Pixar. Its ability to handle assets at scale can be seen within the antiques mall in Toy Story 4
USD plays a big role at Pixar. Its ability to handle assets at scale can be seen within the antiques mall in Toy Story 4
 ??  ?? Above: Hydra provides a scalable rendering backend to USD to allow artists to interact with large scenes, with the ability to zoom into the smallest detail
Right (top): Toy Story 4 antiques mall shot shows off the number of props
Right (bottom): Different artists can work concurrent­ly on assets when a studio leverages USD’S compositio­n engine to put the pieces together
Above: Hydra provides a scalable rendering backend to USD to allow artists to interact with large scenes, with the ability to zoom into the smallest detail Right (top): Toy Story 4 antiques mall shot shows off the number of props Right (bottom): Different artists can work concurrent­ly on assets when a studio leverages USD’S compositio­n engine to put the pieces together
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 ??  ?? Above: The USD stage is the construct that contains all of the layers and compositio­n arcs. The stage is the world that artists work within
Above: The USD stage is the construct that contains all of the layers and compositio­n arcs. The stage is the world that artists work within
 ??  ?? Right: USD also has a home on macos and IOS as the format for bringing 3D objects into ARKIT
Right: USD also has a home on macos and IOS as the format for bringing 3D objects into ARKIT
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 ??  ?? Top: Both USD and Hydra build on each other, each providing multiple extension points for developers
Top: Both USD and Hydra build on each other, each providing multiple extension points for developers
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 ??  ?? Below: Houdini’s Solaris builds directly on USD and Hydra to bring the flexibilit­y of USD to artist tools
Below: Houdini’s Solaris builds directly on USD and Hydra to bring the flexibilit­y of USD to artist tools

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