Blender Git Loki
Revision baeeb14 by Michael Kowalski (temp-usd-latest-master, temp-usd-merge-master, universal-scene-description, usd-dev) August 9, 2021, 03:07 (GMT) |
USD IO: fix compiler warnings and errors Fixed warnings and errors for linux and darwin builds. Also fixed copyright date in usd_light_convert.cc. |
Revision d143e8f by Michael Kowalski (temp-usd-latest-master, temp-usd-merge-master, universal-scene-description, usd-dev) August 8, 2021, 01:38 (GMT) |
USD IO: initial commit of extended features Instancing import: Import USD scene instances as Blender collection instances. Instancing export: Extend the existing instancing option to support exporting arbitrary object hierarchies as USD scene instances. Additional support for exporting Blender particle systems as USD point instancers. Environment map IO: Logic to convert between USD dome lights and Blender world materials, including environment textures. Unit conversion scene scale: Automatically scale the scene for unit conversion on import and export (e.g., scale the imported objects based on the USD?s meters per unit value). Curve export. Armature export: Export armatures and skinned meshes to USD skeletons and skeletal animations. Light unit conversion: Experimental code to convert between light intensity units in Nits and Blender?s light energy units, on import and export. Transform operator options: Option to save transforms to USD as the combination of scale, rotate and translate operators, where the rotation can be expressed as Euler angles or a quaternion. Export to USD shader nodes: Convert Blender shader nodes to UsdPreviewSurface nodes, MDL material nodes or a custom USD representation of Cycles shaders. (MDL export requires UMM addon to be installed.) Import MDL materials: Convert MDL materials to Blender shader networks. (Requires UMM addon to be installed.) Texture export: An option to save textures to a directory relative to the USD being exported, using either absolute or relative asset paths. This feature works with UDIM tiles as well as packed and in-memory ?baked? textures. Option to specify a default primitive on export. Option to add a root primitive on export. This option adds a single prim as the parent of all exported prims. |