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* Katana:
USD PointInstancer support.
It is creating a walter procedural location with its
prim path starting at the point instancer.
Arnold Procedural:
Force scan of "/materials" location before anything else
in order to support location starting at a PointInstancer prim
(for Katana support).
Add support for USD constant attibuts in Arnold
(fixing error on usd kitchen set).
MtoA extension:
jsoncpp library not needed anymore.
Walter is an open source suite of plugins using USD for various DCCs and renderer.
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Walter is suite of plugins using USD for various DCCs and renderer.
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It's main goal is to stay as much as possible in the [*USD Stage*](http://graphics.pixar.com/usd/docs/USD-Glossary.html#USDGlossary-Stage)
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loaded through a DCC in order to increase the interactivity and limit the import/export time.
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The DCC communicate with the *USD Stage* to access or modify specific [*USD prim*](http://graphics.pixar.com/usd/docs/USD-Glossary.html#USDGlossary-Prim)
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or properties. Modifications are stored in specific [*session layers*](http://graphics.pixar.com/usd/docs/USD-Glossary.html#USDGlossary-SessionLayer)
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like for example transform, variant or visibility layers.
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The [*Hydra Renderer*](http://graphics.pixar.com/usd/docs/USD-Glossary.html#USDGlossary-HydraRenderer) is used to display the stage in DCC like Houdini or Maya.
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Walter provide a portable lookdev workflow. From Maya, artists can assign Arnold shaders directly on the *USD prims*
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of the loaded stage. Those *lookdev edits* can then be exported as Alembic layers to be loaded
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in Houdini or Katana.
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Walter let you interact with prims transforms directly from Maya. It is *connecting* Maya locator(s) to the expose prim(s), in order
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to push any static or animated transforms to the *USD stage*. This is the way to exchange layout and rigid animations between DCCs using Walter.
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Walter include a modified version of the Embree raytracer for Hydra. It is able to blend any rendered prims with native Maya or Houdini objects displayed in the viewport.
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This raytracer is dedicated to fast display. On scenes with millions of polygons, it will be much faster that the default Hydra renderer plugin (called *Stream*).
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You can mix Walter nodes using *Embree* and *Stream* in the same scene. For example, the main character could be displayed using *Stream* and the environment using *Embree*.
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Finally Walter extend USD itself by providing additional schemas (like WalterVolume or Expression), file format plugin (Arnold Scene Sources) and resolver (Alembic 1.7 CoreLayer allowing to load more than one *main file* in the stage).
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Supported Platforms
@@ -31,6 +52,15 @@ Finally, the walterViewer application is a standalone viewer that can load Walte
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It is mostly used for development purpose, as it let you load layers without launching a DCC.
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Trying Walter
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------------
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Compiled versions for Centos7 can be downloaded from (https://github.com/rodeofx/OpenWalter/releases).
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You will need to add the plugins to your application environment.
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Take a look at the Houdini, Katana, Kick and Maya wrappers in (https://github.com/rodeofx/OpenWalter/tree/dev/walter/utils)
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to see how to get a proper configuration to load Walter plugins.
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Building Walter
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------------
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@@ -65,13 +95,11 @@ For example to build only the Houdini plugin:
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##### Arnold Procedural
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*walter* node:
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Render a list of USD or Alembic files.
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Walter **materials** and **assignations** can be loaded directly, including assignations using Walter Expression.
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**Materials** and **assignations** can be loaded directly, including assignations using **expressions**.
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Session layers like transforms, variants, purposes, etc... can be passed as parameters too.
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You must set the Arnold install path in your environment.
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You must set the Arnold root path in your environment.
@@ -113,13 +139,27 @@ You must set the Maya and MtoA install paths in your environment.
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##### Maya Plugin
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*Walter Standin* node:
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**Walter Standin* node:
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From the WalterStandin Attribute Editor you can:
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* open the Walter Tree Widget
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* select any variants available in the stage.
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* select the purpose to use in the viewport (proxy or render)
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* switch between bounding box and full representatin (disabled in the open source version for the moment)
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* choose the Hydra Renderer plugin
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You can select *USD prims* directly from the viewport like a standard Maya object or from the Walter Tree Widget (aka the *Walter outliner*).
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You can drag and drop materials from the Hypershader directly on any prims in the Walter Tree Widget and override Arnold attributes.
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Shader drag and drop can be done on Walter Expression items in the Tree Widget (using regular expression to assign shaders to prims).
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By righ clicking on a prim in the Walter Tree Widget you can:
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* show or hide prims
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* expose prims transforms as Maya locators
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* override prim purpose.
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Finally edits can be saved on disk as specific layers.
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It is using an **Hydra** display to visualise a stack of USD/Alembic layers in the viewport as one Maya shape node.
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You can select USD prims from the viewport or from the Walter tree widget.
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You can modify the loaded USD stage, like adding materials, assignations or attributes. You can animate USD prims
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by exposing their transforms to Maya as locator objects. You can select any variants available in the composed stage.
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Finally all those edits can be saved on disk in specific layers.
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*Walter Translator* for MtoA:
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@@ -167,3 +207,12 @@ If you run ```make clean && make``` it will re-build only Walter (and so it will
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##### Build Options
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Run ```make help``` for more info on the various targets available.
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Contributing
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------------
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Since the open source version of Walter is in its early days, we did not yet created any forum or documentation pages.
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[](https://gitter.im/OpenWalter/Lobby?utm_source=badge&utm_medium=badge&utm_campaign=pr-badge&utm_content=badge)
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