Houdini Resources

Updated on Sept 1  2022


copyright © Deborah R. Fowler


Deborah R. Fowler



Houdini and USD

Posted Dec 2  2019
Updated on Dec 21  2019

With Houdini 18 comes the introduction of USD or Universal Scene Description developed by Pixar. It is necessary to also introduce a few other items:
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Houdini 18 Launch Presentation is an excellent place to start with H18 new features.


USD - no, not US dollar, but "Universal Scene Description" developed by Pixar.

USD is a toolset for reading, writing, editing and previewing 3D data. It is "stackable" in non-destructive layers.
Hydra is an API for generating an image from a USD scene. USD consists of C++ libraries with Python bindings for scripting.

Overview and Terminology

NOTE: there is an excellent introduction and overview to USD in the sidefx docs, below is a very brief summary

Understanding USD will help you understand Solaris, but the details are handled by the lops nodes.

USD has been used by Pixar and is now open source with the intention of having a common file format. It consists of layers, and sometimes an anology to photoshop is used in terms of layers. In Houdini there is a prune node that "hides" layers. Working in "stage" in Houdini is the resulting composition of your layers. Stage is a USD term to compose layers.

When composing layers, opinions are considered, so a property will be overridden if the layer has a stronger opinion.

Layers contains Prims (not like a Houdini prim but a USD concept). Prims and their contents are organized into a layer.

It allows differing departments (modeling, shading, animation, lighting, fx, rendering) to have their own format, but still be readable and interchangeable.

In Houdini, regarding writing USD files, remember that USD stores data, not nodes (like a jpg versus as psd file, or like a bgeo.sc).
Assets also have the concept of purpose - render or proxy.
hydra is the API that talks to USD

The physics option really has a DOP running in the background, so practice good complex scene practices when using it.
On the edit lop right click and select use physics.

In Houdini there is a Scene Graph Tree which gives a tree view of your USD scene.

stage allows you to mute in viewer - again good complex scene practices

Best practices - look at the multi-shot workflow for the market scene.

Glossary of common USD terms (there are more than listed here)

Common nodes in Houdini related to USD/Solaris


Also PDG / TOPS - used in line with shotgun
SideFX labs - was Game Dev tools