![]() (While technically the viewer could stream the geometry from the payload off disk, doing so could potentially be misleading, if the LOP network would have modified the contents of the payload if it had cooked. This indicates it cannot be shown in the viewer. If a payload is not loaded/cooked, the payload primitive appears in the scene graph tree pane with a red dot. The payload contents won’t be affected by LOP nodes. The payload contents won’t match against primitive patterns in LOP nodes. The payload contents don’t show up in the scene graph tree. Preventing payloads from cooking at all can make extremely complex scenes faster to work with, however you need to keep in mind the following consequences when payloads are not cooked: The Configure Stage LOP lets you specify that Houdini should not load/cook certain payloads.Ī Sublayer LOP with no inputs can specify that Houdini should not load/cook payloads in the layer. So, in a Solaris network, you can load data to provide context for edits, and prevent the “context data” from being written to disk by putting it before a Layer Break node in the network.įor extremely large scenes were even just loading and composing the USD tree data in payloads might be slow, you can disable loading and composing of payload data: But when we layer d over d later, the prim path will match up and the lighting layer will deactivate the scratch light. Of course, /Lights/scratch_sun1 doesn’t exist in d. However, d layer does contain an override saying to deactivate /Lights/scratch_sun1 (the Prune was after the Layer Break, and the attributes it authored aren’t affected). Most large studios have a pipeline that tries to non-destructively layer accumulated changes from contributing departments to create a final result. The file won’t include any data from d in d. In the online docs, you will find a series of tutorials which go through a typical production pipeline using the Solaris LOP context in Houdini. Note that because the Layer Break doesn’t affect the composition of in-memory layers, the light is still available to select, even though it comes from above a Layer Break.Īdd a USD render node to write out the network as a layer file called d.Īs explained above, the USD render node won’t write anything above the layer break. Select the scratch light ( /Lights/scratch_sun1) and use a Prune LOP to deactivate it. This indicates that nothing above this node should be included when the new layer is written to disk. You need to author a layer that removes the scratch light and adds production-quality lighting. It contains a landscape, with a scratch light called /Lights/scratch_sun1 created by the set designers. You receive a file from the set dressing department. Imagine you are working in a lighting department. ![]() ![]() However, the break changes the way some LOP nodes work with the layers, and how the USD render node writes them out as USD.Įssentially, when the USD render node writes layers out to layer files on disk, everything before a layer break is thrown away and not written to disk. In the scene viewer, you will still see the effects of the sublayers created before the break. This has no effect on the composition of the stage. It marks all existing sublayers as having been authored prior to a layer break. It starts a new active layer which will be modified by following LOP nodes. They give you control over what is written to layer file on disk. Layer breaks are very important to understand.
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