Difference between revisions of "Experimental:USD COMP"

From TouchDesigner Documentation
Jump to: navigation, search
Line 12: Line 12:
  
 
To open a USD file in TouchDesigner:
 
To open a USD file in TouchDesigner:
 +
 
1) Specify a valid file path including the name of the file with one of the mentioned extensions.
 
1) Specify a valid file path including the name of the file with one of the mentioned extensions.
 +
 
2) This step is varied depending on whether the USD COMP is just created and if any changes in the default values of parameters are required or not. If the file is being loaded for the first time in the network and the default parameter values are accepted then it is sufficient to press the "Build Network" to generate the USD network. Note that we recommend toggling the "Merge Geometry" for any medium or large files as it can significantly affect the performance. Generally, any changes in the parameters above the "Build Network" requires the network to be built again.
 
2) This step is varied depending on whether the USD COMP is just created and if any changes in the default values of parameters are required or not. If the file is being loaded for the first time in the network and the default parameter values are accepted then it is sufficient to press the "Build Network" to generate the USD network. Note that we recommend toggling the "Merge Geometry" for any medium or large files as it can significantly affect the performance. Generally, any changes in the parameters above the "Build Network" requires the network to be built again.
 +
 
3) The "Reload" button is being used for reloading the internal assets (e.g. meshes, points, etc.) and this is specifically useful if the file has moved to another location and so when the toe file is reloaded the assets cannot be reloaded properly.
 
3) The "Reload" button is being used for reloading the internal assets (e.g. meshes, points, etc.) and this is specifically useful if the file has moved to another location and so when the toe file is reloaded the assets cannot be reloaded properly.
 +
 
4) The "Update" button is used when some changes on USD file are made and we want to merge those changes into the current network without fully rebuilding it.
 
4) The "Update" button is used when some changes on USD file are made and we want to merge those changes into the current network without fully rebuilding it.
  

Revision as of 14:11, 2 April 2019

Summary
[edit]

The USD COMP loads and imports most geometric schemas from a usd file in crate/binary or ASCII file formats with extensions as (.usd), (.usda), (.usdc), and (.usdz). Currently the USD version 0.18.9 is being used in USD COMP. You can drag-drop a USD file into a TouchDesigner network, or import it via the USD File parameter. See also File Types.

The assets from the USD file are saved into a ".tdc" file with the same name as the USD file inside the TDImportCache, which is created next to your toe file. Assets are read from the ".tdc" file using Import Select OPs (Import Select TOP/SOP/CHOP). Upon reloading a toe file, the assets can be imported directly from the ".tdc" cache, and so the USD file will not need to be reimported. However, if there is no existing ".tdc" (for instance, if the toe file changed computers) then the USD file will be reopened to grab the assets and a new ".tdc" will be saved out.

To open a USD file in TouchDesigner:

1) Specify a valid file path including the name of the file with one of the mentioned extensions.

2) This step is varied depending on whether the USD COMP is just created and if any changes in the default values of parameters are required or not. If the file is being loaded for the first time in the network and the default parameter values are accepted then it is sufficient to press the "Build Network" to generate the USD network. Note that we recommend toggling the "Merge Geometry" for any medium or large files as it can significantly affect the performance. Generally, any changes in the parameters above the "Build Network" requires the network to be built again.

3) The "Reload" button is being used for reloading the internal assets (e.g. meshes, points, etc.) and this is specifically useful if the file has moved to another location and so when the toe file is reloaded the assets cannot be reloaded properly.

4) The "Update" button is used when some changes on USD file are made and we want to merge those changes into the current network without fully rebuilding it.

See also: USD In TouchDesigner

PythonIcon.pngusdCOMP_Class

Parameters - USD Page

USD File file - The path to the USD file. The file can be a binary (.usd or .usdc) or ASCII format (.usda).  

Reload File reload - A pulse to reload the assets from the file without making any changes to the existing network.  

Use Material usematerial - A toggle to specify whether the material/shading be enabled for all the geometry primitives with material binding or not. By turning this toggle on, the MAT nodes and -according to the need- the ImportSelect TOPs for texture mapping assets are generated.  

Cameras cameras - A toggle to specify whether the Camera nodes (subject to be defined in the USD file) created for the USD COMP or not.  

Generate Actor COMPs genactors - When enabled, will generate Actor COMPs in place of Geometry COMPs as the parents' of Import Select SOPs.  

Merge Geometry mergegeo - A toggle to merge the mergeable geometries SOPs and their transformation COMPs up to a specified merge level. This feature can noticeably increase the performance of the USD COMP network.  

Merge Level mergelevel - Defines the desired merge level for merging the nodes. The start value is 1 which is the root of the network and it increases for the children of nodes the same as their positions within tree hierarchy. By default, this parameter is disabled and can be enabled once the toggle for Merge Geometry is set to ON.  

Max Wired Children maxwiredchildren - This value is used to define how many wired children a Geometry/Null COMP node can have on the same network level (note that this network level refers to all the nodes that can be seen on the same canvas network). If a node has more children than this value, all its children will be relocated inside of it. This is used to prune out the wired children nodes of a parent node to make a lighter and cleaner network. The default value is 5.  

Straight to GPU straightgpu - A toggle to load the geometry directly to the GPU. This makes the rendering much faster than CPU mode. However, currently the only supported geometries are mesh and point primitives. If a USD scene contains other prim types such as NURBs Patches, an error will be generated for each ImportSelect SOP that is not supported.  

Compute Normals computenormals - A toggle for generating normal vectors from subdivision schema specified from USD file using OpenSubdiv library. Turning this toggle to OFF makes will make the SOPs use the TouchDesigner generated normal instead (only CPU mode).  

Build Network buildnetwork - Every time (including the first time) you specify a new file, or change any parameter from the USD page, you need to re-build it, so it generates the network according to the current selected parameters.   Keep Parameters keepparams - A toggle to keep the parameters of the current network over parameters of the re-imported (via Update parameter) network.  

Keep Connections keepconnections - A toggle to keep the connection of the current network over the connections of the re-imported (via Update parameter) network.  

Update update - Updates the network. This option is specifically useful when the USD file is edited after the USD network is imported in TouchDesigner.  


Parameters - Play Page

This page includes the animation controls parameters of USD within TouchDesigner.

Shift Animation Start shiftanimationstart - A toggle to specify whether to shift the animation to the start of animation indicated in the USD file.  

Sample Rate Mode sampleratemode - - A menu to choose between the file FPS or custom sample rate.

  • File FPS filefps - uses the FPS from what is defined in the USD file.
  • Custom custom - uses a desired value specified by Sample Rate parameter.

Sample Rate samplerate - It is used to specify the sample rate (FPS) for the animation. This parameter is disabled by default and can be enabled once the Custom option is selected from the Sample Rate Menu.   Play Mode playmode - - A menu to specify the method used to play the animation.

  • Locked to Timeline lockedtotimeline - This mode locks the animation position to the timeline. The parameters Play, Speed, Index, Cue and Cue Point, are disabled in this mode since the timeline is directly tied to animation position.
  • Specify Index specifyindex - This mode allows the user to specify a particular index (position) in the animation using the Index parameter below. Use this mode for random access to any location in the animation.
  • Sequential sequential - This mode continually plays regardless of the timeline position (the Index parameter is disabled). Play, Speed, Cue, and Cue Point parameters below are enabled to allow some control. The default is set to this value.

Index index - This parameter explicitly sets the animation position when Play Mode is set to Specify Index. The units’ menu on the right lets you specify the index in the following units: Index, Frames, Seconds, and Fraction (percentage).   Index Unit indexunit - - Specifies a unit type for Index. Changing this will convert the previous unit to the selected unit.

  • Frames frames -
  • Seconds seconds -
  • Fraction fraction -
  • Index indices -

Play play - A toggle that makes the animation to play when it sets to ON. This Parameter is only available/enabled if the Sequential mode is selected from the Play Mode.   Speed speed - This is a speed multiplier which only works when Play Mode is Sequential. A value of 1 is the default playback speed. A value of 2 is double speed, 0.5 is half speed and so on.   Trim trim - A toggle to enable the Trim Start and Trim End parameters.   Trim Start tstart - Sets an in point from the beginning of the animation, allowing you to trim the starting index of the animation. The units’ menu on the right let you specify this position by index, frames, seconds, or fraction (percentage).   Trim Start Unit tstartunit - - Specifies a unit type for Trim Start. Changing this will convert the previous unit to the selected unit.

  • Frames frames -
  • Seconds seconds -
  • Fraction fraction -
  • Index indices -

Trim End tend - Sets an end point from the end of the movie, allowing you to trim the ending index of the animation. The units’ menu on the right let you specify this position by index, frames, seconds, or fraction (percentage).   Trim End Unit tendunit - - Specifies a unit type for Trim End. Changing this will convert the previous unit to the selected unit.

  • Frames frames -
  • Seconds seconds -
  • Fraction fraction -
  • Index indices -

Cue cue - A toggle to jump to Cue Point when it’s set to ON and it stays at that position. Only available when Play Mode is Sequential.   Cue Pulse cuepulse - When pressed the animation jumps to the Cue Point and continues from that point.   Cue Point cuepoint - Set any index in the animation as a point to jump to.   Cue Point Unit cuepointunit - - Specifies a unit type for Cue Point. Changing this will convert the previous unit to the selected unit.

  • Frames frames -
  • Seconds seconds -
  • Fraction fraction -
  • Index indices -

Extend Left textendleft - - Determines how USD COMP handles animation positions that lie before the Trim Start position. For example, if Trim Start is set to 1, and the animation current index is -10, the Extend Left menu determines how the animation position is calculated.

  • Hold hold -
  • Cycle cycle -
  • Mirror mirror -

Extend Right textendright - - Determines how USD COMP handles animation positions that lie after the Trim End position. For example, if Trim End is set to 20, and the animation current index is 25, the Extend Right menu determines how the animation position is calculated.

  • Hold hold -
  • Cycle cycle -
  • Mirror mirror -

Parameters - Xform Page

The Xform parameter page controls the object component's transform in world space.

Transform Order xord - - The menu attached to this parameter allows you to specify the order in which the changes to your Component will take place. Changing the Transform order will change where things go much the same way as going a block and turning east gets you to a different place than turning east and then going a block. In matrix math terms, if we use the 'multiply vector on the right' (column vector) convention, a transform order of Scale, Rotate, Translate would be written as T * R * S * Position.

  • Scale Rotate Translate srt -
  • Scale Translate Rotate str -
  • Rotate Scale Translate rst -
  • Rotate Translate Scale rts -
  • Translate Scale Rotate tsr -
  • Translate Rotate Scale trs -

Rotate Order rord - - The rotational matrix presented when you click on this option allows you to set the transform order for the Component's rotations. As with transform order (above), changing the order in which the Component's rotations take place will alter the Component's final position. A Rotation order of Rx Ry Rz would create the final rotation matrix as follows R = Rz * Ry * Rx

  • Rx Ry Rz xyz - R = Rz * Ry * Rx
  • Rx Rz Ry xzy - R = Ry * Rz * Rx
  • Ry Rx Rz yxz - R = Rz * Rx * Ry
  • Ry Rz Rx yzx - R = Rx * Rz * Ry
  • Rz Rx Ry zxy - R = Ry * Rx * Rz
  • Rz Ry Rx zyx - R = Rx * Ry * Rz

Translate t - - The three fields allow you to specify the amount of movement along any of the three axes; the amount, in degrees, of rotation around any of the three axes; and a non-uniform scaling along the three axes. As an alternative to entering the values directly into these fields, you can modify the values by manipulating the Component in the Viewport with the Select & Transform state.

  • X tx -
  • Y ty -
  • Z tz -

Rotate r - - The three fields allow you to specify the amount of movement along any of the three axes; the amount, in degrees, of rotation around any of the three axes; and a non-uniform scaling along the three axes. As an alternative to entering the values directly into these fields, you can modify the values by manipulating the Component in the Viewport with the Select & Transform state.

  • X rx -
  • Y ry -
  • Z rz -

Scale s - - The three fields allow you to specify the amount of movement along any of the three axes; the amount, in degrees, of rotation around any of the three axes; and a non-uniform scaling along the three axes. As an alternative to entering the values directly into these fields, you can modify the values by manipulating the Component in the Viewport with the Select & Transform state.

  • X sx -
  • Y sy -
  • Z sz -

Pivot p - - The Pivot point edit fields allow you to define the point about which a Component scales and rotates. Altering the pivot point of a Component produces different results depending on the transformation performed on the Component.

For example, during a scaling operation, if the pivot point of an Component is located at -1, -1, 0 and you wanted to scale the Component by 0.5 (reduce its size by 50%), the Component would scale toward the pivot point and appear to slide down and to the left.

Objects17.gif

In the example above, rotations performed on an Component with different pivot points produce very different results.

  • X px -
  • Y py -
  • Z pz -

Uniform Scale scale - This field allows you to change the size of an Component uniformly along the three axes.

Note: Scaling a camera's channels is not generally recommended. However, should you decide to do so, the rendered output will match the Viewport as closely as possible when scales are involved.

 

Constrain To constrain - Allows the location of the object to be constrained to any other object whose path is specified in this parameter.  

Look At lookat - Allows you to orient your Component by naming the Component you would like it to Look At, or point to. Once you have designated this Component to look at, it will continue to face that Component, even if you move it. This is useful if, for instance, you want a camera to follow another Component's movements. The Look At parameter points the Component in question at the other Component's origin.

Tip: To designate a center of interest for the camera that doesn't appear in your scene, create a Null Component and disable its display flag. Then Parent the Camera to the newly created Null Component, and tell the camera to look at this Component using the Look At parameter. You can direct the attention of the camera by moving the Null Component with the Select state. If you want to see both the camera and the Null Component, enable the Null Component's display flag, and use the Select state in an additional Viewport by clicking one of the icons in the top-right corner of the TouchDesigner window.

 

Look At Up Vector lookup - When specifying a Look At, it is possible to specify an up vector for the lookat. Without using an up vector, it is possible to get poor animation when the lookat Component passes through the Y axis of the target Component.

  • Don't Use Up Vector - Use this option if the look at Component does not pass through the Y axis of the target Component.
  • Use Up Vector - This precisely defines the rotates on the Component doing the looking. The Up Vector specified should not be parallel to the look at direction. See Up Vector below.
  • Use Quaternions - Quaternions are a mathematical representation of a 3D rotation. This method finds the most efficient means of moving from one point to another on a sphere.

 

Path SOP pathsop - Names the SOP that functions as the path you want this Component to move along. For instance, you can name an SOP that provides a spline path for the camera to follow.

Production Tip: For Smooth Motion Along a Path - Having a Component follow an animation path is simple. However, when using a NURBS curve as your path, you might notice that the Component speeds up and slows down unexpectedly as it travels along the path. This is usually because the CVs are spaced unevenly. In such a case, use the Resample SOP to redistribute the CVs so that they are evenly spaced along the curve. A caution however - using a Resample SOP can be slow if you have an animating path curve.

An alternative method is to append a Basis SOP to the path curve and change it to a Uniform Curve. This way, your Component will move uniformly down the curve, and there is no need for the Resample SOP and the unnecessary points it generates.  

Roll roll - Using the angle control you can specify a Component's rotation as it animates along the path.  

Position pos - This parameter lets you specify the Position of the Component along the path. The values you can enter for this parameter range from 0 to 1, where 0 equals the starting point and 1 equals the end point of the path. The value slider allows for values as high as 10 for multiple "passes" along the path.  

Orient along Path pathorient - If this option is selected, the Component will be oriented along the path. The positive Z axis of the Component will be pointing down the path.  

Orient Up Vector up - - When orienting a Component, the Up Vector is used to determine where the positive Y axis points.

  • X upx -
  • Y upy -
  • Z upz -

Auto-Bank Factor bank - The Auto-Bank Factor rolls the Component based on the curvature of the path at its current position. To turn off auto-banking, set the bank scale to 0.  

Parameters - Pre-Xform Page

The Pre-Xform parameter page applies a transform to the object component before the Xform page's parameters are applied. That is, it is the same as connecting a Null COMP as a parent of this node, and putting same transform parameters in there as you would in the Pre-Xform page. In terms of matrix math, if we use the 'multiply vector on the right' (column vector) convention, the equation would be preXForm * xform * vector.

Apply Pre-Transform pxform - Enables the transformation on this page.  

Transform Order pxord - - Refer to the documentation on Xform page for more information.

  • Scale Rotate Translate srt -
  • Scale Translate Rotate str -
  • Rotate Scale Translate rst -
  • Rotate Translate Scale rts -
  • Translate Scale Rotate tsr -
  • Translate Rotate Scale trs -

Rotate Order prord - - Refer to the documentation on Xform page for more information.

  • Rx Ry Rz xyz -
  • Rx Rz Ry xzy -
  • Ry Rx Rz yxz -
  • Ry Rz Rx yzx -
  • Rz Rx Ry zxy -
  • Rz Ry Rx zyx -

Translate pt - - Refer to the documentation on Xform page for more information.

  • X ptx -
  • Y pty -
  • Z ptz -

Rotate pr - - Refer to the documentation on Xform page for more information.

  • X prx -
  • Y pry -
  • Z prz -

Scale ps - - Refer to the documentation on Xform page for more information.

  • X psx -
  • Y psy -
  • Z psz -

Pivot pp - - Refer to the documentation on Xform page for more information.

  • X ppx -
  • Y ppy -
  • Z ppz -

Uniform Scale pscale - Refer to the documentation on Xform page for more information.  

Reset Transform preset - This button will reset this page's transform so it has no translate/rotate/scale.  

Commit to Main Transform pcommit - This button will copy the transform from this page to the main Xform page, and reset this page's transform.  

Xform Matrix/CHOP/DAT xformmatrixop - This parameter can be used to transform using a 4x4 matrix directly. For information on ways to specify a matrix directly, refer to the Matrix Parameters page.  

Parameters - Render Page

The Display parameter page controls the component's material and rendering settings.

Material material - Selects a MAT to apply to the geometry inside.  

Render render - Whether the Component's geometry is visible in the Render TOP. This parameter works in conjunction (logical AND) with the Component's Render Flag.  

Draw Priority drawpriority - Determines the order in which the Components are drawn. Smaller values get drawn after (on top of) larger values.  

Pick Priority pickpriority - When using a Render Pick CHOP or a Render Pick DAT, there is an option to have a 'Search Area'. If multiple objects are found within the search area, the pick priority can be used to select one object over another. A higher value will get picked over a lower value. This does not affect draw order, or objects that are drawn over each other on the same pixel. Only one will be visible for a pick per pixel.  

Wireframe Color wcolor - - Use the R, G, and B fields to set the Component's color when displayed in wireframe shading mode.

  • Red wcolorr -
  • Green wcolorg -
  • Blue wcolorb -

Light Mask lightmask - By default all lights used in the Render TOP will affect geometry renderer. This parmaeter can be used to specify a sub-set of lights to be used for this particular geometry. The lights must be listed in the Render TOP as well as this parameter to be used.  

Parameters - Extensions Page

The Extensions parameter page sets the component's python extensions. Please see extensions for more information.

Extension Object 1 extension1 - A number of class instances that can be attached to the component.  

Extension Name 1 extname1 - Optional name to search by, instead of the instance class name.  

Promote Extension 1 promoteextension1 - Controls whether or not the extensions are visible directly at the component level, or must be accessed through the .ext member. Example: n.Somefunction vs n.ext.Somefunction  

Extension Object 2 extension2 - A number of class instances that can be attached to the component.  

Extension Name 2 extname2 - Optional name to search by, instead of the instance class name.  

Promote Extension 2 promoteextension2 - Controls whether or not the extensions are visible directly at the component level, or must be accessed through the .ext member. Example: n.Somefunction vs n.ext.Somefunction  

Extension Object 3 extension3 - A number of class instances that can be attached to the component.  

Extension Name 3 extname3 - Optional name to search by, instead of the instance class name.  

Promote Extension 3 promoteextension3 - Controls whether or not the extensions are visible directly at the component level, or must be accessed through the .ext member. Example: n.Somefunction vs n.ext.Somefunction  

Extension Object 4 extension4 - A number of class instances that can be attached to the component.  

Extension Name 4 extname4 - Optional name to search by, instead of the instance class name.  

Promote Extension 4 promoteextension4 - Controls whether or not the extensions are visible directly at the component level, or must be accessed through the .ext member. Example: n.Somefunction vs n.ext.Somefunction  

Re-Init Extensions reinitextensions - Recompile all extension objects. Normally extension objects are compiled only when they are referenced and their definitions have changed.   COMP Filter Common PageTouchDesigner Build:

COMPs
Experimental:Actor • Actor • Ambient Light • Animation • Base • Blend • Bone • Bullet Solver • Button • Experimental:Button • Camera Blend • Camera • Component • Constraint • Container • Experimental:Container • Experimental:Engine • Environment Light • FBX • Field • Experimental:Field • Force • Geometry • Experimental:Geometry • Handle • Impulse Force • Light • List • Experimental:List • Null • Nvidia Flow Emitter • OP Viewer • Parameter • Replicator • Select • Shared Mem In • Shared Mem Out • Slider • Table • Time • USD • Widget • Window

An Operator Family that contains its own Network inside. There are twelve 3D Object Component and eight 2D Panel Component types. See also Network Path.

An Operator Family that creates, composites and modifies images, and reads/writes images and movies to/from files and the network. TOPs run on the graphics card's GPU.

An Operator Family that reads, creates and modifies 3D polygons, curves, NURBS surfaces, spheres, meatballs and other 3D surface data.

An Operator Family which operate on Channels (a series of numbers) which are used for animation, audio, mathematics, simulation, logic, UI construction, and many other applications.

Every component contains a network of operators that create and modify data. The operators are connected by wires that define where data is routed after the operator cooks its inputs and generates an output.

The 3D data held in SOPs and passed for rendering by the Geometry COMP.

The 3D data held in SOPs and passed for rendering by the Geometry COMP.

An Operator Family that associates a shader with a SOP or Geometry Object for rendering textured and lit objects.

An Operator Family that associates a shader with a SOP or Geometry Object for rendering textured and lit objects.

The Graphics Processing Unit. This is the high-speed, many-core processor of the graphics card/chip that takes geometry, images and data from the CPU and creates images and processed data.

samples-per-second of a CHOP. Each CHOP in your network has a sample rate, whether it is used or not. The overall timeline has a "frame rate", which is the number of animation frames per second, generally your monitor display frequency.

The frame rate that TouchDesigner's Timeline uses. Equal to the Frames per Second value project.cookRate.

The panel at the bottom of TouchDesigner, it controls the current Time of the full system or just one component.

Each SOP has a list of Points. Each point has an XYZ 3D position value plus other optional attributes. Each polygon Primitive is defined by a vertex list, which is list of point numbers.

To pulse a parameter is to send it a signal from a CHOP or python or a mouse click that causes a new action to occur immediately. A pulse via python is via the .pulse() function on a pulse-type parameter, such as Reset in a Speed CHOP. A pulse from a CHOP is typically a 0 to 1 to 0 signal in a channel.

An Operator Family that contains its own Network inside. There are twelve 3D Object Component and eight 2D Panel Component types. See also Network Path.

The location of an operator within the TouchDesigner environment, for example, /geo1/torus1, a node called torus1 in a component called geo1. The path / is called Root. To refer instead to a filesystem folder, directory, disk file or http: address, see Folder.

An Operator Family that manipulates text strings: multi-line text or tables. Multi-line text is often a command Script, but can be any multi-line text. Tables are rows and columns of cells, each containing a text string.

Any component can be extended with its own Python classes which contain python functions and data.

The component types that are used to render 3D scenes: Geometry Component contain the 3D shapes to render, plus Camera, Light, Ambient Light, Null, Bone, Handle and other component types.